/*!
* createjs
* Visit http://createjs.com/ for documentation, updates and examples.
*
* Copyright (c) 2010 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/

window.createjs = this.createjs||{};


//##############################################################################
// extend.js
//##############################################################################

/**
 * @class Utility Methods
 */

/**
 * Sets up the prototype chain and constructor property for a new class.
 *
 * This should be called right after creating the class constructor.
 *
 * 	function MySubClass() {}
 * 	createjs.extend(MySubClass, MySuperClass);
 * 	MySubClass.prototype.doSomething = function() { }
 *
 * 	var foo = new MySubClass();
 * 	console.log(foo instanceof MySuperClass); // true
 * 	console.log(foo.prototype.constructor === MySubClass); // true
 *
 * @method extend
 * @param {Function} subclass The subclass.
 * @param {Function} superclass The superclass to extend.
 * @return {Function} Returns the subclass's new prototype.
 */
createjs.extend = function(subclass, superclass) {
  "use strict";

  function o() { this.constructor = subclass; }
  o.prototype = superclass.prototype;
  return (subclass.prototype = new o());
};

//##############################################################################
// promote.js
//##############################################################################

/**
 * @class Utility Methods
 */

/**
 * Promotes any methods on the super class that were overridden, by creating an alias in the format `prefix_methodName`.
 * It is recommended to use the super class's name as the prefix.
 * An alias to the super class's constructor is always added in the format `prefix_constructor`.
 * This allows the subclass to call super class methods without using `function.call`, providing better performance.
 *
 * For example, if `MySubClass` extends `MySuperClass`, and both define a `draw` method, then calling `promote(MySubClass, "MySuperClass")`
 * would add a `MySuperClass_constructor` method to MySubClass and promote the `draw` method on `MySuperClass` to the
 * prototype of `MySubClass` as `MySuperClass_draw`.
 *
 * This should be called after the class's prototype is fully defined.
 *
 * 	function ClassA(name) {
 * 		this.name = name;
 * 	}
 * 	ClassA.prototype.greet = function() {
 * 		return "Hello "+this.name;
 * 	}
 *
 * 	function ClassB(name, punctuation) {
 * 		this.ClassA_constructor(name);
 * 		this.punctuation = punctuation;
 * 	}
 * 	createjs.extend(ClassB, ClassA);
 * 	ClassB.prototype.greet = function() {
 * 		return this.ClassA_greet()+this.punctuation;
 * 	}
 * 	createjs.promote(ClassB, "ClassA");
 *
 * 	var foo = new ClassB("World", "!?!");
 * 	console.log(foo.greet()); // Hello World!?!
 *
 * @method promote
 * @param {Function} subclass The class to promote super class methods on.
 * @param {String} prefix The prefix to add to the promoted method names. Usually the name of the superclass.
 * @return {Function} Returns the subclass.
 */
createjs.promote = function(subclass, prefix) {
  "use strict";

  var subP = subclass.prototype, supP = (Object.getPrototypeOf&&Object.getPrototypeOf(subP))||subP.__proto__;
  if (supP) {
    subP[(prefix+="_") + "constructor"] = supP.constructor; // constructor is not always innumerable
    for (var n in supP) {
      if (subP.hasOwnProperty(n) && (typeof supP[n] == "function")) { subP[prefix + n] = supP[n]; }
    }
  }
  return subclass;
};

//##############################################################################
// indexOf.js
//##############################################################################

/**
 * @class Utility Methods
 */

/**
 * Finds the first occurrence of a specified value searchElement in the passed in array, and returns the index of
 * that value.  Returns -1 if value is not found.
 *
 *      var i = createjs.indexOf(myArray, myElementToFind);
 *
 * @method indexOf
 * @param {Array} array Array to search for searchElement
 * @param searchElement Element to find in array.
 * @return {Number} The first index of searchElement in array.
 */
createjs.indexOf = function (array, searchElement){
  "use strict";

  for (var i = 0,l=array.length; i < l; i++) {
    if (searchElement === array[i]) {
      return i;
    }
  }
  return -1;
};

//##############################################################################
// UID.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Global utility for generating sequential unique ID numbers. The UID class uses a static interface (ex. <code>UID.get()</code>)
   * and should not be instantiated.
   * @class UID
   * @static
   **/
  function UID() {
    throw "UID cannot be instantiated";
  }


// private static properties:
  /**
   * @property _nextID
   * @type Number
   * @protected
   **/
  UID._nextID = 0;


// public static methods:
  /**
   * Returns the next unique id.
   * @method get
   * @return {Number} The next unique id
   * @static
   **/
  UID.get = function() {
    return UID._nextID++;
  };


  createjs.UID = UID;
}());

//##############################################################################
// deprecate.js
//##############################################################################

/**
 * @class Utility Methods
 */

/**
 * Wraps deprecated methods so they still be used, but throw warnings to developers.
 *
 *	obj.deprecatedMethod = createjs.deprecate("Old Method Name", obj._fallbackMethod);
 *
 * The recommended approach for deprecated properties is:
 *
 *	try {
 *		Obj	ect.defineProperties(object, {
 *			readyOnlyProp: { get: createjs.deprecate("readOnlyProp", function() { return this.alternateProp; }) },
 *			readWriteProp: {
 *				get: createjs.deprecate("readOnlyProp", function() { return this.alternateProp; }),
 *				set: createjs.deprecate("readOnlyProp", function(val) { this.alternateProp = val; })
 *		});
 *	} catch (e) {}
 *
 * @method deprecate
 * @param {Function} [fallbackMethod=null] A method to call when the deprecated method is used. See the example for how
 * @param {String} [name=null] The name of the method or property to display in the console warning.
 * to deprecate properties.
 * @return {Function} If a fallbackMethod is supplied, returns a closure that will call the fallback method after
 * logging the warning in the console.
 */
createjs.deprecate = function(fallbackMethod, name) {
  "use strict";
  return function() {
    var msg = "Deprecated property or method '"+name+"'. See docs for info.";
    console && (console.warn ? console.warn(msg) : console.log(msg));
    return fallbackMethod && fallbackMethod.apply(this, arguments);
  }
};

//##############################################################################
// Event.js
//##############################################################################

(function() {
  "use strict";

// constructor:
  /**
   * Contains properties and methods shared by all events for use with
   * {{#crossLink "EventDispatcher"}}{{/crossLink}}.
   *
   * Note that Event objects are often reused, so you should never
   * rely on an event object's state outside of the call stack it was received in.
   * @class Event
   * @param {String} type The event type.
   * @param {Boolean} bubbles Indicates whether the event will bubble through the display list.
   * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.
   * @constructor
   **/
  function Event(type, bubbles, cancelable) {


    // public properties:
    /**
     * The type of event.
     * @property type
     * @type String
     **/
    this.type = type;

    /**
     * The object that generated an event.
     * @property target
     * @type Object
     * @default null
     * @readonly
     */
    this.target = null;

    /**
     * The current target that a bubbling event is being dispatched from. For non-bubbling events, this will
     * always be the same as target. For example, if childObj.parent = parentObj, and a bubbling event
     * is generated from childObj, then a listener on parentObj would receive the event with
     * target=childObj (the original target) and currentTarget=parentObj (where the listener was added).
     * @property currentTarget
     * @type Object
     * @default null
     * @readonly
     */
    this.currentTarget = null;

    /**
     * For bubbling events, this indicates the current event phase:<OL>
     * 	<LI> capture phase: starting from the top parent to the target</LI>
     * 	<LI> at target phase: currently being dispatched from the target</LI>
     * 	<LI> bubbling phase: from the target to the top parent</LI>
     * </OL>
     * @property eventPhase
     * @type Number
     * @default 0
     * @readonly
     */
    this.eventPhase = 0;

    /**
     * Indicates whether the event will bubble through the display list.
     * @property bubbles
     * @type Boolean
     * @default false
     * @readonly
     */
    this.bubbles = !!bubbles;

    /**
     * Indicates whether the default behaviour of this event can be cancelled via
     * {{#crossLink "Event/preventDefault"}}{{/crossLink}}. This is set via the Event constructor.
     * @property cancelable
     * @type Boolean
     * @default false
     * @readonly
     */
    this.cancelable = !!cancelable;

    /**
     * The epoch time at which this event was created.
     * @property timeStamp
     * @type Number
     * @default 0
     * @readonly
     */
    this.timeStamp = (new Date()).getTime();

    /**
     * Indicates if {{#crossLink "Event/preventDefault"}}{{/crossLink}} has been called
     * on this event.
     * @property defaultPrevented
     * @type Boolean
     * @default false
     * @readonly
     */
    this.defaultPrevented = false;

    /**
     * Indicates if {{#crossLink "Event/stopPropagation"}}{{/crossLink}} or
     * {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called on this event.
     * @property propagationStopped
     * @type Boolean
     * @default false
     * @readonly
     */
    this.propagationStopped = false;

    /**
     * Indicates if {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called
     * on this event.
     * @property immediatePropagationStopped
     * @type Boolean
     * @default false
     * @readonly
     */
    this.immediatePropagationStopped = false;

    /**
     * Indicates if {{#crossLink "Event/remove"}}{{/crossLink}} has been called on this event.
     * @property removed
     * @type Boolean
     * @default false
     * @readonly
     */
    this.removed = false;
  }
  var p = Event.prototype;

// public methods:
  /**
   * Sets {{#crossLink "Event/defaultPrevented"}}{{/crossLink}} to true if the event is cancelable.
   * Mirrors the DOM level 2 event standard. In general, cancelable events that have `preventDefault()` called will
   * cancel the default behaviour associated with the event.
   * @method preventDefault
   **/
  p.preventDefault = function() {
    this.defaultPrevented = this.cancelable&&true;
  };

  /**
   * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} to true.
   * Mirrors the DOM event standard.
   * @method stopPropagation
   **/
  p.stopPropagation = function() {
    this.propagationStopped = true;
  };

  /**
   * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} and
   * {{#crossLink "Event/immediatePropagationStopped"}}{{/crossLink}} to true.
   * Mirrors the DOM event standard.
   * @method stopImmediatePropagation
   **/
  p.stopImmediatePropagation = function() {
    this.immediatePropagationStopped = this.propagationStopped = true;
  };

  /**
   * Causes the active listener to be removed via removeEventListener();
   *
   * 		myBtn.addEventListener("click", function(evt) {
	 * 			// do stuff...
	 * 			evt.remove(); // removes this listener.
	 * 		});
   *
   * @method remove
   **/
  p.remove = function() {
    this.removed = true;
  };

  /**
   * Returns a clone of the Event instance.
   * @method clone
   * @return {Event} a clone of the Event instance.
   **/
  p.clone = function() {
    return new Event(this.type, this.bubbles, this.cancelable);
  };

  /**
   * Provides a chainable shortcut method for setting a number of properties on the instance.
   *
   * @method set
   * @param {Object} props A generic object containing properties to copy to the instance.
   * @return {Event} Returns the instance the method is called on (useful for chaining calls.)
   * @chainable
   */
  p.set = function(props) {
    for (var n in props) { this[n] = props[n]; }
    return this;
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Event (type="+this.type+")]";
  };

  createjs.Event = Event;
}());

//##############################################################################
// EventDispatcher.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * EventDispatcher provides methods for managing queues of event listeners and dispatching events.
   *
   * You can either extend EventDispatcher or mix its methods into an existing prototype or instance by using the
   * EventDispatcher {{#crossLink "EventDispatcher/initialize"}}{{/crossLink}} method.
   *
   * Together with the CreateJS Event class, EventDispatcher provides an extended event model that is based on the
   * DOM Level 2 event model, including addEventListener, removeEventListener, and dispatchEvent. It supports
   * bubbling / capture, preventDefault, stopPropagation, stopImmediatePropagation, and handleEvent.
   *
   * EventDispatcher also exposes a {{#crossLink "EventDispatcher/on"}}{{/crossLink}} method, which makes it easier
   * to create scoped listeners, listeners that only run once, and listeners with associated arbitrary data. The
   * {{#crossLink "EventDispatcher/off"}}{{/crossLink}} method is merely an alias to
   * {{#crossLink "EventDispatcher/removeEventListener"}}{{/crossLink}}.
   *
   * Another addition to the DOM Level 2 model is the {{#crossLink "EventDispatcher/removeAllEventListeners"}}{{/crossLink}}
   * method, which can be used to listeners for all events, or listeners for a specific event. The Event object also
   * includes a {{#crossLink "Event/remove"}}{{/crossLink}} method which removes the active listener.
   *
   * <h4>Example</h4>
   * Add EventDispatcher capabilities to the "MyClass" class.
   *
   *      EventDispatcher.initialize(MyClass.prototype);
   *
   * Add an event (see {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}}).
   *
   *      instance.addEventListener("eventName", handlerMethod);
   *      function handlerMethod(event) {
	 *          console.log(event.target + " Was Clicked");
	 *      }
   *
   * <b>Maintaining proper scope</b><br />
   * Scope (ie. "this") can be be a challenge with events. Using the {{#crossLink "EventDispatcher/on"}}{{/crossLink}}
   * method to subscribe to events simplifies this.
   *
   *      instance.addEventListener("click", function(event) {
	 *          console.log(instance == this); // false, scope is ambiguous.
	 *      });
   *
   *      instance.on("click", function(event) {
	 *          console.log(instance == this); // true, "on" uses dispatcher scope by default.
	 *      });
   *
   * If you want to use addEventListener instead, you may want to use function.bind() or a similar proxy to manage
   * scope.
   *
   * <b>Browser support</b>
   * The event model in CreateJS can be used separately from the suite in any project, however the inheritance model
   * requires modern browsers (IE9+).
   *
   *
   * @class EventDispatcher
   * @constructor
   **/
  function EventDispatcher() {


    // private properties:
    /**
     * @protected
     * @property _listeners
     * @type Object
     **/
    this._listeners = null;

    /**
     * @protected
     * @property _captureListeners
     * @type Object
     **/
    this._captureListeners = null;
  }
  var p = EventDispatcher.prototype;

// static public methods:
  /**
   * Static initializer to mix EventDispatcher methods into a target object or prototype.
   *
   * 		EventDispatcher.initialize(MyClass.prototype); // add to the prototype of the class
   * 		EventDispatcher.initialize(myObject); // add to a specific instance
   *
   * @method initialize
   * @static
   * @param {Object} target The target object to inject EventDispatcher methods into. This can be an instance or a
   * prototype.
   **/
  EventDispatcher.initialize = function(target) {
    target.addEventListener = p.addEventListener;
    target.on = p.on;
    target.removeEventListener = target.off =  p.removeEventListener;
    target.removeAllEventListeners = p.removeAllEventListeners;
    target.hasEventListener = p.hasEventListener;
    target.dispatchEvent = p.dispatchEvent;
    target._dispatchEvent = p._dispatchEvent;
    target.willTrigger = p.willTrigger;
  };


// public methods:
  /**
   * Adds the specified event listener. Note that adding multiple listeners to the same function will result in
   * multiple callbacks getting fired.
   *
   * <h4>Example</h4>
   *
   *      displayObject.addEventListener("click", handleClick);
   *      function handleClick(event) {
	 *         // Click happened.
	 *      }
   *
   * @method addEventListener
   * @param {String} type The string type of the event.
   * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when
   * the event is dispatched.
   * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
   * @return {Function | Object} Returns the listener for chaining or assignment.
   **/
  p.addEventListener = function(type, listener, useCapture) {
    var listeners;
    if (useCapture) {
      listeners = this._captureListeners = this._captureListeners||{};
    } else {
      listeners = this._listeners = this._listeners||{};
    }
    var arr = listeners[type];
    if (arr) { this.removeEventListener(type, listener, useCapture); }
    arr = listeners[type]; // remove may have deleted the array
    if (!arr) { listeners[type] = [listener];  }
    else { arr.push(listener); }
    return listener;
  };

  /**
   * A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener
   * only run once, associate arbitrary data with the listener, and remove the listener.
   *
   * This method works by creating an anonymous wrapper function and subscribing it with addEventListener.
   * The wrapper function is returned for use with `removeEventListener` (or `off`).
   *
   * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener, or use
   * {{#crossLink "Event/remove"}}{{/crossLink}}. Likewise, each time you call `on` a NEW wrapper function is subscribed, so multiple calls
   * to `on` with the same params will create multiple listeners.
   *
   * <h4>Example</h4>
   *
   * 		var listener = myBtn.on("click", handleClick, null, false, {count:3});
   * 		function handleClick(evt, data) {
	 * 			data.count -= 1;
	 * 			console.log(this == myBtn); // true - scope defaults to the dispatcher
	 * 			if (data.count == 0) {
	 * 				alert("clicked 3 times!");
	 * 				myBtn.off("click", listener);
	 * 				// alternately: evt.remove();
	 * 			}
	 * 		}
   *
   * @method on
   * @param {String} type The string type of the event.
   * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when
   * the event is dispatched.
   * @param {Object} [scope] The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent).
   * @param {Boolean} [once=false] If true, the listener will remove itself after the first time it is triggered.
   * @param {*} [data] Arbitrary data that will be included as the second parameter when the listener is called.
   * @param {Boolean} [useCapture=false] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
   * @return {Function} Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener.
   **/
  p.on = function(type, listener, scope, once, data, useCapture) {
    if (listener.handleEvent) {
      scope = scope||listener;
      listener = listener.handleEvent;
    }
    scope = scope||this;
    return this.addEventListener(type, function(evt) {
      listener.call(scope, evt, data);
      once&&evt.remove();
    }, useCapture);
  };

  /**
   * Removes the specified event listener.
   *
   * <b>Important Note:</b> that you must pass the exact function reference used when the event was added. If a proxy
   * function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or
   * closure will not work.
   *
   * <h4>Example</h4>
   *
   *      displayObject.removeEventListener("click", handleClick);
   *
   * @method removeEventListener
   * @param {String} type The string type of the event.
   * @param {Function | Object} listener The listener function or object.
   * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
   **/
  p.removeEventListener = function(type, listener, useCapture) {
    var listeners = useCapture ? this._captureListeners : this._listeners;
    if (!listeners) { return; }
    var arr = listeners[type];
    if (!arr) { return; }
    for (var i=0,l=arr.length; i<l; i++) {
      if (arr[i] == listener) {
        if (l==1) { delete(listeners[type]); } // allows for faster checks.
        else { arr.splice(i,1); }
        break;
      }
    }
  };

  /**
   * A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the
   * .on method.
   *
   * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener. See
   * {{#crossLink "EventDispatcher/on"}}{{/crossLink}} for an example.
   *
   * @method off
   * @param {String} type The string type of the event.
   * @param {Function | Object} listener The listener function or object.
   * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
   **/
  p.off = p.removeEventListener;

  /**
   * Removes all listeners for the specified type, or all listeners of all types.
   *
   * <h4>Example</h4>
   *
   *      // Remove all listeners
   *      displayObject.removeAllEventListeners();
   *
   *      // Remove all click listeners
   *      displayObject.removeAllEventListeners("click");
   *
   * @method removeAllEventListeners
   * @param {String} [type] The string type of the event. If omitted, all listeners for all types will be removed.
   **/
  p.removeAllEventListeners = function(type) {
    if (!type) { this._listeners = this._captureListeners = null; }
    else {
      if (this._listeners) { delete(this._listeners[type]); }
      if (this._captureListeners) { delete(this._captureListeners[type]); }
    }
  };

  /**
   * Dispatches the specified event to all listeners.
   *
   * <h4>Example</h4>
   *
   *      // Use a string event
   *      this.dispatchEvent("complete");
   *
   *      // Use an Event instance
   *      var event = new createjs.Event("progress");
   *      this.dispatchEvent(event);
   *
   * @method dispatchEvent
   * @param {Object | String | Event} eventObj An object with a "type" property, or a string type.
   * While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used,
   * dispatchEvent will construct an Event instance if necessary with the specified type. This latter approach can
   * be used to avoid event object instantiation for non-bubbling events that may not have any listeners.
   * @param {Boolean} [bubbles] Specifies the `bubbles` value when a string was passed to eventObj.
   * @param {Boolean} [cancelable] Specifies the `cancelable` value when a string was passed to eventObj.
   * @return {Boolean} Returns false if `preventDefault()` was called on a cancelable event, true otherwise.
   **/
  p.dispatchEvent = function(eventObj, bubbles, cancelable) {
    if (typeof eventObj == "string") {
      // skip everything if there's no listeners and it doesn't bubble:
      var listeners = this._listeners;
      if (!bubbles && (!listeners || !listeners[eventObj])) { return true; }
      eventObj = new createjs.Event(eventObj, bubbles, cancelable);
    } else if (eventObj.target && eventObj.clone) {
      // redispatching an active event object, so clone it:
      eventObj = eventObj.clone();
    }

    // TODO: it would be nice to eliminate this. Maybe in favour of evtObj instanceof Event? Or !!evtObj.createEvent
    try { eventObj.target = this; } catch (e) {} // try/catch allows redispatching of native events

    if (!eventObj.bubbles || !this.parent) {
      this._dispatchEvent(eventObj, 2);
    } else {
      var top=this, list=[top];
      while (top.parent) { list.push(top = top.parent); }
      var i, l=list.length;

      // capture & atTarget
      for (i=l-1; i>=0 && !eventObj.propagationStopped; i--) {
        list[i]._dispatchEvent(eventObj, 1+(i==0));
      }
      // bubbling
      for (i=1; i<l && !eventObj.propagationStopped; i++) {
        list[i]._dispatchEvent(eventObj, 3);
      }
    }
    return !eventObj.defaultPrevented;
  };

  /**
   * Indicates whether there is at least one listener for the specified event type.
   * @method hasEventListener
   * @param {String} type The string type of the event.
   * @return {Boolean} Returns true if there is at least one listener for the specified event.
   **/
  p.hasEventListener = function(type) {
    var listeners = this._listeners, captureListeners = this._captureListeners;
    return !!((listeners && listeners[type]) || (captureListeners && captureListeners[type]));
  };

  /**
   * Indicates whether there is at least one listener for the specified event type on this object or any of its
   * ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the
   * specified type is dispatched from this object, it will trigger at least one listener.
   *
   * This is similar to {{#crossLink "EventDispatcher/hasEventListener"}}{{/crossLink}}, but it searches the entire
   * event flow for a listener, not just this object.
   * @method willTrigger
   * @param {String} type The string type of the event.
   * @return {Boolean} Returns `true` if there is at least one listener for the specified event.
   **/
  p.willTrigger = function(type) {
    var o = this;
    while (o) {
      if (o.hasEventListener(type)) { return true; }
      o = o.parent;
    }
    return false;
  };

  /**
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[EventDispatcher]";
  };


// private methods:
  /**
   * @method _dispatchEvent
   * @param {Object | Event} eventObj
   * @param {Object} eventPhase
   * @protected
   **/
  p._dispatchEvent = function(eventObj, eventPhase) {
    var l, arr, listeners = (eventPhase <= 2) ? this._captureListeners : this._listeners;
    if (eventObj && listeners && (arr = listeners[eventObj.type]) && (l=arr.length)) {
      try { eventObj.currentTarget = this; } catch (e) {}
      try { eventObj.eventPhase = eventPhase|0; } catch (e) {}
      eventObj.removed = false;

      arr = arr.slice(); // to avoid issues with items being removed or added during the dispatch
      for (var i=0; i<l && !eventObj.immediatePropagationStopped; i++) {
        var o = arr[i];
        if (o.handleEvent) { o.handleEvent(eventObj); }
        else { o(eventObj); }
        if (eventObj.removed) {
          this.off(eventObj.type, o, eventPhase==1);
          eventObj.removed = false;
        }
      }
    }
    if (eventPhase === 2) { this._dispatchEvent(eventObj, 2.1); }
  };


  createjs.EventDispatcher = EventDispatcher;
}());

//##############################################################################
// Ticker.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * The Ticker provides a centralized tick or heartbeat broadcast at a set interval. Listeners can subscribe to the tick
   * event to be notified when a set time interval has elapsed.
   *
   * Note that the interval that the tick event is called is a target interval, and may be broadcast at a slower interval
   * when under high CPU load. The Ticker class uses a static interface (ex. `Ticker.framerate = 30;`) and
   * can not be instantiated.
   *
   * <h4>Example</h4>
   *
   *      createjs.Ticker.addEventListener("tick", handleTick);
   *      function handleTick(event) {
	 *          // Actions carried out each tick (aka frame)
	 *          if (!event.paused) {
	 *              // Actions carried out when the Ticker is not paused.
	 *          }
	 *      }
   *
   * @class Ticker
   * @uses EventDispatcher
   * @static
   **/
  function Ticker() {
    throw "Ticker cannot be instantiated.";
  }


// constants:
  /**
   * In this mode, Ticker uses the requestAnimationFrame API, but attempts to synch the ticks to target framerate. It
   * uses a simple heuristic that compares the time of the RAF return to the target time for the current frame and
   * dispatches the tick when the time is within a certain threshold.
   *
   * This mode has a higher variance for time between frames than {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}},
   * but does not require that content be time based as with {{#crossLink "Ticker/RAF:property"}}{{/crossLink}} while
   * gaining the benefits of that API (screen synch, background throttling).
   *
   * Variance is usually lowest for framerates that are a divisor of the RAF frequency. This is usually 60, so
   * framerates of 10, 12, 15, 20, and 30 work well.
   *
   * Falls back to {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}} if the requestAnimationFrame API is not
   * supported.
   * @property RAF_SYNCHED
   * @static
   * @type {String}
   * @default "synched"
   * @readonly
   **/
  Ticker.RAF_SYNCHED = "synched";

  /**
   * In this mode, Ticker passes through the requestAnimationFrame heartbeat, ignoring the target framerate completely.
   * Because requestAnimationFrame frequency is not deterministic, any content using this mode should be time based.
   * You can leverage {{#crossLink "Ticker/getTime"}}{{/crossLink}} and the {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
   * event object's "delta" properties to make this easier.
   *
   * Falls back on {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}} if the requestAnimationFrame API is not
   * supported.
   * @property RAF
   * @static
   * @type {String}
   * @default "raf"
   * @readonly
   **/
  Ticker.RAF = "raf";

  /**
   * In this mode, Ticker uses the setTimeout API. This provides predictable, adaptive frame timing, but does not
   * provide the benefits of requestAnimationFrame (screen synch, background throttling).
   * @property TIMEOUT
   * @static
   * @type {String}
   * @default "timeout"
   * @readonly
   **/
  Ticker.TIMEOUT = "timeout";


// static events:
  /**
   * Dispatched each tick. The event will be dispatched to each listener even when the Ticker has been paused using
   * {{#crossLink "Ticker/paused:property"}}{{/crossLink}}.
   *
   * <h4>Example</h4>
   *
   *      createjs.Ticker.addEventListener("tick", handleTick);
   *      function handleTick(event) {
	 *          console.log("Paused:", event.paused, event.delta);
	 *      }
   *
   * @event tick
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @param {Boolean} paused Indicates whether the ticker is currently paused.
   * @param {Number} delta The time elapsed in ms since the last tick.
   * @param {Number} time The total time in ms since Ticker was initialized.
   * @param {Number} runTime The total time in ms that Ticker was not paused since it was initialized. For example,
   * 	you could determine the amount of time that the Ticker has been paused since initialization with `time-runTime`.
   * @since 0.6.0
   */


// public static properties:
  /**
   * Specifies the timing api (setTimeout or requestAnimationFrame) and mode to use. See
   * {{#crossLink "Ticker/TIMEOUT:property"}}{{/crossLink}}, {{#crossLink "Ticker/RAF:property"}}{{/crossLink}}, and
   * {{#crossLink "Ticker/RAF_SYNCHED:property"}}{{/crossLink}} for mode details.
   * @property timingMode
   * @static
   * @type {String}
   * @default Ticker.TIMEOUT
   **/
  Ticker.timingMode = null;

  /**
   * Specifies a maximum value for the delta property in the tick event object. This is useful when building time
   * based animations and systems to prevent issues caused by large time gaps caused by background tabs, system sleep,
   * alert dialogs, or other blocking routines. Double the expected frame duration is often an effective value
   * (ex. maxDelta=50 when running at 40fps).
   *
   * This does not impact any other values (ex. time, runTime, etc), so you may experience issues if you enable maxDelta
   * when using both delta and other values.
   *
   * If 0, there is no maximum.
   * @property maxDelta
   * @static
   * @type {number}
   * @default 0
   */
  Ticker.maxDelta = 0;

  /**
   * When the ticker is paused, all listeners will still receive a tick event, but the <code>paused</code> property
   * of the event will be `true`. Also, while paused the `runTime` will not increase. See {{#crossLink "Ticker/tick:event"}}{{/crossLink}},
   * {{#crossLink "Ticker/getTime"}}{{/crossLink}}, and {{#crossLink "Ticker/getEventTime"}}{{/crossLink}} for more
   * info.
   *
   * <h4>Example</h4>
   *
   *      createjs.Ticker.addEventListener("tick", handleTick);
   *      createjs.Ticker.paused = true;
   *      function handleTick(event) {
	 *          console.log(event.paused,
	 *          	createjs.Ticker.getTime(false),
	 *          	createjs.Ticker.getTime(true));
	 *      }
   *
   * @property paused
   * @static
   * @type {Boolean}
   * @default false
   **/
  Ticker.paused = false;


// mix-ins:
  // EventDispatcher methods:
  Ticker.removeEventListener = null;
  Ticker.removeAllEventListeners = null;
  Ticker.dispatchEvent = null;
  Ticker.hasEventListener = null;
  Ticker._listeners = null;
  createjs.EventDispatcher.initialize(Ticker); // inject EventDispatcher methods.
  Ticker._addEventListener = Ticker.addEventListener;
  Ticker.addEventListener = function() {
    !Ticker._inited&&Ticker.init();
    return Ticker._addEventListener.apply(Ticker, arguments);
  };


// private static properties:
  /**
   * @property _inited
   * @static
   * @type {Boolean}
   * @private
   **/
  Ticker._inited = false;

  /**
   * @property _startTime
   * @static
   * @type {Number}
   * @private
   **/
  Ticker._startTime = 0;

  /**
   * @property _pausedTime
   * @static
   * @type {Number}
   * @private
   **/
  Ticker._pausedTime=0;

  /**
   * The number of ticks that have passed
   * @property _ticks
   * @static
   * @type {Number}
   * @private
   **/
  Ticker._ticks = 0;

  /**
   * The number of ticks that have passed while Ticker has been paused
   * @property _pausedTicks
   * @static
   * @type {Number}
   * @private
   **/
  Ticker._pausedTicks = 0;

  /**
   * @property _interval
   * @static
   * @type {Number}
   * @private
   **/
  Ticker._interval = 50;

  /**
   * @property _lastTime
   * @static
   * @type {Number}
   * @private
   **/
  Ticker._lastTime = 0;

  /**
   * @property _times
   * @static
   * @type {Array}
   * @private
   **/
  Ticker._times = null;

  /**
   * @property _tickTimes
   * @static
   * @type {Array}
   * @private
   **/
  Ticker._tickTimes = null;

  /**
   * Stores the timeout or requestAnimationFrame id.
   * @property _timerId
   * @static
   * @type {Number}
   * @private
   **/
  Ticker._timerId = null;

  /**
   * True if currently using requestAnimationFrame, false if using setTimeout. This may be different than timingMode
   * if that property changed and a tick hasn't fired.
   * @property _raf
   * @static
   * @type {Boolean}
   * @private
   **/
  Ticker._raf = true;


// static getter / setters:
  /**
   * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead.
   * @method _setInterval
   * @private
   * @static
   * @param {Number} interval
   **/
  Ticker._setInterval = function(interval) {
    Ticker._interval = interval;
    if (!Ticker._inited) { return; }
    Ticker._setupTick();
  };
  // Ticker.setInterval is @deprecated. Remove for 1.1+
  Ticker.setInterval = createjs.deprecate(Ticker._setInterval, "Ticker.setInterval");

  /**
   * Use the {{#crossLink "Ticker/interval:property"}}{{/crossLink}} property instead.
   * @method _getInterval
   * @private
   * @static
   * @return {Number}
   **/
  Ticker._getInterval = function() {
    return Ticker._interval;
  };
  // Ticker.getInterval is @deprecated. Remove for 1.1+
  Ticker.getInterval = createjs.deprecate(Ticker._getInterval, "Ticker.getInterval");

  /**
   * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead.
   * @method _setFPS
   * @private
   * @static
   * @param {Number} value
   **/
  Ticker._setFPS = function(value) {
    Ticker._setInterval(1000/value);
  };
  // Ticker.setFPS is @deprecated. Remove for 1.1+
  Ticker.setFPS = createjs.deprecate(Ticker._setFPS, "Ticker.setFPS");

  /**
   * Use the {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} property instead.
   * @method _getFPS
   * @static
   * @private
   * @return {Number}
   **/
  Ticker._getFPS = function() {
    return 1000/Ticker._interval;
  };
  // Ticker.getFPS is @deprecated. Remove for 1.1+
  Ticker.getFPS = createjs.deprecate(Ticker._getFPS, "Ticker.getFPS");

  /**
   * Indicates the target time (in milliseconds) between ticks. Default is 50 (20 FPS).
   * Note that actual time between ticks may be more than specified depending on CPU load.
   * This property is ignored if the ticker is using the `RAF` timing mode.
   * @property interval
   * @static
   * @type {Number}
   **/

  /**
   * Indicates the target frame rate in frames per second (FPS). Effectively just a shortcut to `interval`, where
   * `framerate == 1000/interval`.
   * @property framerate
   * @static
   * @type {Number}
   **/
  try {
    Object.defineProperties(Ticker, {
      interval: { get: Ticker._getInterval, set: Ticker._setInterval },
      framerate: { get: Ticker._getFPS, set: Ticker._setFPS }
    });
  } catch (e) { console.log(e); }


// public static methods:
  /**
   * Starts the tick. This is called automatically when the first listener is added.
   * @method init
   * @static
   **/
  Ticker.init = function() {
    if (Ticker._inited) { return; }
    Ticker._inited = true;
    Ticker._times = [];
    Ticker._tickTimes = [];
    Ticker._startTime = Ticker._getTime();
    Ticker._times.push(Ticker._lastTime = 0);
    Ticker.interval = Ticker._interval;
  };

  /**
   * Stops the Ticker and removes all listeners. Use init() to restart the Ticker.
   * @method reset
   * @static
   **/
  Ticker.reset = function() {
    if (Ticker._raf) {
      var f = window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.oCancelAnimationFrame || window.msCancelAnimationFrame;
      f&&f(Ticker._timerId);
    } else {
      clearTimeout(Ticker._timerId);
    }
    Ticker.removeAllEventListeners("tick");
    Ticker._timerId = Ticker._times = Ticker._tickTimes = null;
    Ticker._startTime = Ticker._lastTime = Ticker._ticks = Ticker._pausedTime = 0;
    Ticker._inited = false;
  };

  /**
   * Returns the average time spent within a tick. This can vary significantly from the value provided by getMeasuredFPS
   * because it only measures the time spent within the tick execution stack.
   *
   * Example 1: With a target FPS of 20, getMeasuredFPS() returns 20fps, which indicates an average of 50ms between
   * the end of one tick and the end of the next. However, getMeasuredTickTime() returns 15ms. This indicates that
   * there may be up to 35ms of "idle" time between the end of one tick and the start of the next.
   *
   * Example 2: With a target FPS of 30, {{#crossLink "Ticker/framerate:property"}}{{/crossLink}} returns 10fps, which
   * indicates an average of 100ms between the end of one tick and the end of the next. However, {{#crossLink "Ticker/getMeasuredTickTime"}}{{/crossLink}}
   * returns 20ms. This would indicate that something other than the tick is using ~80ms (another script, DOM
   * rendering, etc).
   * @method getMeasuredTickTime
   * @static
   * @param {Number} [ticks] The number of previous ticks over which to measure the average time spent in a tick.
   * Defaults to the number of ticks per second. To get only the last tick's time, pass in 1.
   * @return {Number} The average time spent in a tick in milliseconds.
   **/
  Ticker.getMeasuredTickTime = function(ticks) {
    var ttl=0, times=Ticker._tickTimes;
    if (!times || times.length < 1) { return -1; }

    // by default, calculate average for the past ~1 second:
    ticks = Math.min(times.length, ticks||(Ticker._getFPS()|0));
    for (var i=0; i<ticks; i++) { ttl += times[i]; }
    return ttl/ticks;
  };

  /**
   * Returns the actual frames / ticks per second.
   * @method getMeasuredFPS
   * @static
   * @param {Number} [ticks] The number of previous ticks over which to measure the actual frames / ticks per second.
   * Defaults to the number of ticks per second.
   * @return {Number} The actual frames / ticks per second. Depending on performance, this may differ
   * from the target frames per second.
   **/
  Ticker.getMeasuredFPS = function(ticks) {
    var times = Ticker._times;
    if (!times || times.length < 2) { return -1; }

    // by default, calculate fps for the past ~1 second:
    ticks = Math.min(times.length-1, ticks||(Ticker._getFPS()|0));
    return 1000/((times[0]-times[ticks])/ticks);
  };

  /**
   * Returns the number of milliseconds that have elapsed since Ticker was initialized via {{#crossLink "Ticker/init"}}.
   * Returns -1 if Ticker has not been initialized. For example, you could use
   * this in a time synchronized animation to determine the exact amount of time that has elapsed.
   * @method getTime
   * @static
   * @param {Boolean} [runTime=false] If true only time elapsed while Ticker was not paused will be returned.
   * If false, the value returned will be total time elapsed since the first tick event listener was added.
   * @return {Number} Number of milliseconds that have elapsed since Ticker was initialized or -1.
   **/
  Ticker.getTime = function(runTime) {
    return Ticker._startTime ? Ticker._getTime() - (runTime ? Ticker._pausedTime : 0) : -1;
  };

  /**
   * Similar to the {{#crossLink "Ticker/getTime"}}{{/crossLink}} method, but returns the time on the most recent {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
   * event object.
   * @method getEventTime
   * @static
   * @param runTime {Boolean} [runTime=false] If true, the runTime property will be returned instead of time.
   * @returns {number} The time or runTime property from the most recent tick event or -1.
   */
  Ticker.getEventTime = function(runTime) {
    return Ticker._startTime ? (Ticker._lastTime || Ticker._startTime) - (runTime ? Ticker._pausedTime : 0) : -1;
  };

  /**
   * Returns the number of ticks that have been broadcast by Ticker.
   * @method getTicks
   * @static
   * @param {Boolean} pauseable Indicates whether to include ticks that would have been broadcast
   * while Ticker was paused. If true only tick events broadcast while Ticker is not paused will be returned.
   * If false, tick events that would have been broadcast while Ticker was paused will be included in the return
   * value. The default value is false.
   * @return {Number} of ticks that have been broadcast.
   **/
  Ticker.getTicks = function(pauseable) {
    return  Ticker._ticks - (pauseable ? Ticker._pausedTicks : 0);
  };


// private static methods:
  /**
   * @method _handleSynch
   * @static
   * @private
   **/
  Ticker._handleSynch = function() {
    Ticker._timerId = null;
    Ticker._setupTick();

    // run if enough time has elapsed, with a little bit of flexibility to be early:
    if (Ticker._getTime() - Ticker._lastTime >= (Ticker._interval-1)*0.97) {
      Ticker._tick();
    }
  };

  /**
   * @method _handleRAF
   * @static
   * @private
   **/
  Ticker._handleRAF = function() {
    Ticker._timerId = null;
    Ticker._setupTick();
    Ticker._tick();
  };

  /**
   * @method _handleTimeout
   * @static
   * @private
   **/
  Ticker._handleTimeout = function() {
    Ticker._timerId = null;
    Ticker._setupTick();
    Ticker._tick();
  };

  /**
   * @method _setupTick
   * @static
   * @private
   **/
  Ticker._setupTick = function() {
    if (Ticker._timerId != null) { return; } // avoid duplicates

    var mode = Ticker.timingMode;
    if (mode == Ticker.RAF_SYNCHED || mode == Ticker.RAF) {
      var f = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame;
      if (f) {
        Ticker._timerId = f(mode == Ticker.RAF ? Ticker._handleRAF : Ticker._handleSynch);
        Ticker._raf = true;
        return;
      }
    }
    Ticker._raf = false;
    Ticker._timerId = setTimeout(Ticker._handleTimeout, Ticker._interval);
  };

  /**
   * @method _tick
   * @static
   * @private
   **/
  Ticker._tick = function() {
    var paused = Ticker.paused;
    var time = Ticker._getTime();
    var elapsedTime = time-Ticker._lastTime;
    Ticker._lastTime = time;
    Ticker._ticks++;

    if (paused) {
      Ticker._pausedTicks++;
      Ticker._pausedTime += elapsedTime;
    }

    if (Ticker.hasEventListener("tick")) {
      var event = new createjs.Event("tick");
      var maxDelta = Ticker.maxDelta;
      event.delta = (maxDelta && elapsedTime > maxDelta) ? maxDelta : elapsedTime;
      event.paused = paused;
      event.time = time;
      event.runTime = time-Ticker._pausedTime;
      Ticker.dispatchEvent(event);
    }

    Ticker._tickTimes.unshift(Ticker._getTime()-time);
    while (Ticker._tickTimes.length > 100) { Ticker._tickTimes.pop(); }

    Ticker._times.unshift(time);
    while (Ticker._times.length > 100) { Ticker._times.pop(); }
  };

  /**
   * @method _getTime
   * @static
   * @private
   **/
  var w=window, now=w.performance.now || w.performance.mozNow || w.performance.msNow || w.performance.oNow || w.performance.webkitNow;
  Ticker._getTime = function() {
    return ((now&&now.call(w.performance))||(new Date().getTime())) - Ticker._startTime;
  };


  createjs.Ticker = Ticker;
}());

//##############################################################################
// VideoBuffer.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * When an HTML video seeks, including when looping, there is an indeterminate period before a new frame is available.
   * This can result in the video blinking or flashing when it is drawn to a canvas. The VideoBuffer class resolves
   * this issue by drawing each frame to an off-screen canvas and preserving the prior frame during a seek.
   *
   * 	var myBuffer = new createjs.VideoBuffer(myVideo);
   * 	var myBitmap = new Bitmap(myBuffer);
   *
   * @class VideoBuffer
   * @param {HTMLVideoElement} video The HTML video element to buffer.
   * @constructor
   **/
  function VideoBuffer(video) {

    // private properties:
    /**
     * Used by Bitmap to determine when the video buffer is ready to be drawn. Not intended for general use.
     * @property readyState
     * @protected
     * @type {Number}
     * @default 0
     **/
    this.readyState = video.readyState;

    /**
     * @property _video
     * @protected
     * @type {HTMLVideoElement}
     * @default 0
     **/
    this._video = video;

    /**
     * @property _canvas
     * @protected
     * @type {HTMLCanvasElement}
     * @default 0
     **/
    this._canvas = null;

    /**
     * @property _lastTime
     * @protected
     * @type {Number}
     * @default -1
     **/
    this._lastTime = -1;

    if (this.readyState < 2) { video.addEventListener("canplaythrough", this._videoReady.bind(this)); } //once:true isn't supported everywhere, but its a non-critical optimization here.
  }
  var p = VideoBuffer.prototype;


// public methods:
  /**
   * Gets an HTML canvas element showing the current video frame, or the previous frame if in a seek / loop.
   * Primarily for use by {{#crossLink "Bitmap"}}{{/crossLink}}.
   * @method getImage
   **/
  p.getImage = function() {
    if (this.readyState < 2) { return; }
    var canvas=this._canvas, video = this._video;
    if (!canvas) {
      canvas = this._canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas");
      canvas.width = video.videoWidth;
      canvas.height = video.videoHeight;
    }
    if (video.readyState >= 2 && video.currentTime !== this._lastTime) {
      var ctx = canvas.getContext("2d");
      ctx.clearRect(0,0,canvas.width,canvas.height);
      ctx.drawImage(video,0,0,canvas.width,canvas.height);
      this._lastTime = video.currentTime;
    }
    return canvas;
  };

// private methods:
  /**
   * @method _videoReady
   * @protected
   **/
  p._videoReady = function() {
    this.readyState = 2;
  };


  createjs.VideoBuffer = VideoBuffer;
}());

//##############################################################################
// MouseEvent.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Passed as the parameter to all mouse/pointer/touch related events. For a listing of mouse events and their properties,
   * see the {{#crossLink "DisplayObject"}}{{/crossLink}} and {{#crossLink "Stage"}}{{/crossLink}} event listings.
   * @class MouseEvent
   * @param {String} type The event type.
   * @param {Boolean} bubbles Indicates whether the event will bubble through the display list.
   * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.
   * @param {Number} stageX The normalized x position relative to the stage.
   * @param {Number} stageY The normalized y position relative to the stage.
   * @param {MouseEvent} nativeEvent The native DOM event related to this mouse event.
   * @param {Number} pointerID The unique id for the pointer.
   * @param {Boolean} primary Indicates whether this is the primary pointer in a multitouch environment.
   * @param {Number} rawX The raw x position relative to the stage.
   * @param {Number} rawY The raw y position relative to the stage.
   * @param {DisplayObject} relatedTarget The secondary target for the event.
   * @extends Event
   * @constructor
   **/
  function MouseEvent(type, bubbles, cancelable, stageX, stageY, nativeEvent, pointerID, primary, rawX, rawY, relatedTarget) {
    this.Event_constructor(type, bubbles, cancelable);


    // public properties:
    /**
     * The normalized x position on the stage. This will always be within the range 0 to stage width.
     * @property stageX
     * @type Number
     */
    this.stageX = stageX;

    /**
     * The normalized y position on the stage. This will always be within the range 0 to stage height.
     * @property stageY
     * @type Number
     **/
    this.stageY = stageY;

    /**
     * The raw x position relative to the stage. Normally this will be the same as the stageX value, unless
     * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds.
     * @property rawX
     * @type Number
     */
    this.rawX = (rawX==null)?stageX:rawX;

    /**
     * The raw y position relative to the stage. Normally this will be the same as the stageY value, unless
     * stage.mouseMoveOutside is true and the pointer is outside of the stage bounds.
     * @property rawY
     * @type Number
     */
    this.rawY = (rawY==null)?stageY:rawY;

    /**
     * The native MouseEvent generated by the browser. The properties and API for this
     * event may differ between browsers. This property will be null if the
     * EaselJS property was not directly generated from a native MouseEvent.
     * @property nativeEvent
     * @type HtmlMouseEvent
     * @default null
     **/
    this.nativeEvent = nativeEvent;

    /**
     * The unique id for the pointer (touch point or cursor). This will be either -1 for the mouse, or the system
     * supplied id value.
     * @property pointerID
     * @type {Number}
     */
    this.pointerID = pointerID;

    /**
     * Indicates whether this is the primary pointer in a multitouch environment. This will always be true for the mouse.
     * For touch pointers, the first pointer in the current stack will be considered the primary pointer.
     * @property primary
     * @type {Boolean}
     */
    this.primary = !!primary;

    /**
     * The secondary target for the event, if applicable. This is used for mouseout/rollout
     * events to indicate the object that the mouse entered from, mouseover/rollover for the object the mouse exited,
     * and stagemousedown/stagemouseup events for the object that was the under the cursor, if any.
     *
     * Only valid interaction targets will be returned (ie. objects with mouse listeners or a cursor set).
     * @property relatedTarget
     * @type {DisplayObject}
     */
    this.relatedTarget = relatedTarget;
  }
  var p = createjs.extend(MouseEvent, createjs.Event);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.


// getter / setters:
  /**
   * Returns the x position of the mouse in the local coordinate system of the current target (ie. the dispatcher).
   * @property localX
   * @type {Number}
   * @readonly
   */
  p._get_localX = function() {
    return this.currentTarget.globalToLocal(this.rawX, this.rawY).x;
  };

  /**
   * Returns the y position of the mouse in the local coordinate system of the current target (ie. the dispatcher).
   * @property localY
   * @type {Number}
   * @readonly
   */
  p._get_localY = function() {
    return this.currentTarget.globalToLocal(this.rawX, this.rawY).y;
  };

  /**
   * Indicates whether the event was generated by a touch input (versus a mouse input).
   * @property isTouch
   * @type {Boolean}
   * @readonly
   */
  p._get_isTouch = function() {
    return this.pointerID !== -1;
  };


  try {
    Object.defineProperties(p, {
      localX: { get: p._get_localX },
      localY: { get: p._get_localY },
      isTouch: { get: p._get_isTouch }
    });
  } catch (e) {} // TODO: use Log


// public methods:
  /**
   * Returns a clone of the MouseEvent instance.
   * @method clone
   * @return {MouseEvent} a clone of the MouseEvent instance.
   **/
  p.clone = function() {
    return new MouseEvent(this.type, this.bubbles, this.cancelable, this.stageX, this.stageY, this.nativeEvent, this.pointerID, this.primary, this.rawX, this.rawY);
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[MouseEvent (type="+this.type+" stageX="+this.stageX+" stageY="+this.stageY+")]";
  };


  createjs.MouseEvent = createjs.promote(MouseEvent, "Event");
}());

//##############################################################################
// Matrix2D.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Represents an affine transformation matrix, and provides tools for constructing and concatenating matrices.
   *
   * This matrix can be visualized as:
   *
   * 	[ a  c  tx
   * 	  b  d  ty
   * 	  0  0  1  ]
   *
   * Note the locations of b and c.
   *
   * @class Matrix2D
   * @param {Number} [a=1] Specifies the a property for the new matrix.
   * @param {Number} [b=0] Specifies the b property for the new matrix.
   * @param {Number} [c=0] Specifies the c property for the new matrix.
   * @param {Number} [d=1] Specifies the d property for the new matrix.
   * @param {Number} [tx=0] Specifies the tx property for the new matrix.
   * @param {Number} [ty=0] Specifies the ty property for the new matrix.
   * @constructor
   **/
  function Matrix2D(a, b, c, d, tx, ty) {
    this.setValues(a,b,c,d,tx,ty);

    // public properties:
    // assigned in the setValues method.
    /**
     * Position (0, 0) in a 3x3 affine transformation matrix.
     * @property a
     * @type Number
     **/

    /**
     * Position (0, 1) in a 3x3 affine transformation matrix.
     * @property b
     * @type Number
     **/

    /**
     * Position (1, 0) in a 3x3 affine transformation matrix.
     * @property c
     * @type Number
     **/

    /**
     * Position (1, 1) in a 3x3 affine transformation matrix.
     * @property d
     * @type Number
     **/

    /**
     * Position (2, 0) in a 3x3 affine transformation matrix.
     * @property tx
     * @type Number
     **/

    /**
     * Position (2, 1) in a 3x3 affine transformation matrix.
     * @property ty
     * @type Number
     **/
  }
  var p = Matrix2D.prototype;

// constants:
  /**
   * Multiplier for converting degrees to radians. Used internally by Matrix2D.
   * @property DEG_TO_RAD
   * @static
   * @final
   * @type Number
   * @readonly
   **/
  Matrix2D.DEG_TO_RAD = Math.PI/180;


// static public properties:
  /**
   * An identity matrix, representing a null transformation.
   * @property identity
   * @static
   * @type Matrix2D
   * @readonly
   **/
  Matrix2D.identity = null; // set at bottom of class definition.


// public methods:
  /**
   * Sets the specified values on this instance.
   * @method setValues
   * @param {Number} [a=1] Specifies the a property for the new matrix.
   * @param {Number} [b=0] Specifies the b property for the new matrix.
   * @param {Number} [c=0] Specifies the c property for the new matrix.
   * @param {Number} [d=1] Specifies the d property for the new matrix.
   * @param {Number} [tx=0] Specifies the tx property for the new matrix.
   * @param {Number} [ty=0] Specifies the ty property for the new matrix.
   * @return {Matrix2D} This instance. Useful for chaining method calls.
   */
  p.setValues = function(a, b, c, d, tx, ty) {
    // don't forget to update docs in the constructor if these change:
    this.a = (a == null) ? 1 : a;
    this.b = b || 0;
    this.c = c || 0;
    this.d = (d == null) ? 1 : d;
    this.tx = tx || 0;
    this.ty = ty || 0;
    return this;
  };

  /**
   * Appends the specified matrix properties to this matrix. All parameters are required.
   * This is the equivalent of multiplying `(this matrix) * (specified matrix)`.
   * @method append
   * @param {Number} a
   * @param {Number} b
   * @param {Number} c
   * @param {Number} d
   * @param {Number} tx
   * @param {Number} ty
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.append = function(a, b, c, d, tx, ty) {
    var a1 = this.a;
    var b1 = this.b;
    var c1 = this.c;
    var d1 = this.d;
    if (a != 1 || b != 0 || c != 0 || d != 1) {
      this.a  = a1*a+c1*b;
      this.b  = b1*a+d1*b;
      this.c  = a1*c+c1*d;
      this.d  = b1*c+d1*d;
    }
    this.tx = a1*tx+c1*ty+this.tx;
    this.ty = b1*tx+d1*ty+this.ty;
    return this;
  };

  /**
   * Prepends the specified matrix properties to this matrix.
   * This is the equivalent of multiplying `(specified matrix) * (this matrix)`.
   * All parameters are required.
   * @method prepend
   * @param {Number} a
   * @param {Number} b
   * @param {Number} c
   * @param {Number} d
   * @param {Number} tx
   * @param {Number} ty
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.prepend = function(a, b, c, d, tx, ty) {
    var a1 = this.a;
    var c1 = this.c;
    var tx1 = this.tx;

    this.a  = a*a1+c*this.b;
    this.b  = b*a1+d*this.b;
    this.c  = a*c1+c*this.d;
    this.d  = b*c1+d*this.d;
    this.tx = a*tx1+c*this.ty+tx;
    this.ty = b*tx1+d*this.ty+ty;
    return this;
  };

  /**
   * Appends the specified matrix to this matrix.
   * This is the equivalent of multiplying `(this matrix) * (specified matrix)`.
   * @method appendMatrix
   * @param {Matrix2D} matrix
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.appendMatrix = function(matrix) {
    return this.append(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
  };

  /**
   * Prepends the specified matrix to this matrix.
   * This is the equivalent of multiplying `(specified matrix) * (this matrix)`.
   * For example, you could calculate the combined transformation for a child object using:
   *
   * 	var o = myDisplayObject;
   * 	var mtx = o.getMatrix();
   * 	while (o = o.parent) {
	 * 		// prepend each parent's transformation in turn:
	 * 		o.prependMatrix(o.getMatrix());
	 * 	}
   * @method prependMatrix
   * @param {Matrix2D} matrix
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.prependMatrix = function(matrix) {
    return this.prepend(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
  };

  /**
   * Generates matrix properties from the specified display object transform properties, and appends them to this matrix.
   * For example, you can use this to generate a matrix representing the transformations of a display object:
   *
   * 	var mtx = new createjs.Matrix2D();
   * 	mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation);
   * @method appendTransform
   * @param {Number} x
   * @param {Number} y
   * @param {Number} scaleX
   * @param {Number} scaleY
   * @param {Number} rotation
   * @param {Number} skewX
   * @param {Number} skewY
   * @param {Number} regX Optional.
   * @param {Number} regY Optional.
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.appendTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
    if (rotation%360) {
      var r = rotation*Matrix2D.DEG_TO_RAD;
      var cos = Math.cos(r);
      var sin = Math.sin(r);
    } else {
      cos = 1;
      sin = 0;
    }

    if (skewX || skewY) {
      // TODO: can this be combined into a single append operation?
      skewX *= Matrix2D.DEG_TO_RAD;
      skewY *= Matrix2D.DEG_TO_RAD;
      this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y);
      this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0);
    } else {
      this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y);
    }

    if (regX || regY) {
      // append the registration offset:
      this.tx -= regX*this.a+regY*this.c;
      this.ty -= regX*this.b+regY*this.d;
    }
    return this;
  };

  /**
   * Generates matrix properties from the specified display object transform properties, and prepends them to this matrix.
   * For example, you could calculate the combined transformation for a child object using:
   *
   * 	var o = myDisplayObject;
   * 	var mtx = new createjs.Matrix2D();
   * 	do  {
	 * 		// prepend each parent's transformation in turn:
	 * 		mtx.prependTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY);
	 * 	} while (o = o.parent);
   *
   * 	Note that the above example would not account for {{#crossLink "DisplayObject/transformMatrix:property"}}{{/crossLink}}
   * 	values. See {{#crossLink "Matrix2D/prependMatrix"}}{{/crossLink}} for an example that does.
   * @method prependTransform
   * @param {Number} x
   * @param {Number} y
   * @param {Number} scaleX
   * @param {Number} scaleY
   * @param {Number} rotation
   * @param {Number} skewX
   * @param {Number} skewY
   * @param {Number} regX Optional.
   * @param {Number} regY Optional.
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.prependTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
    if (rotation%360) {
      var r = rotation*Matrix2D.DEG_TO_RAD;
      var cos = Math.cos(r);
      var sin = Math.sin(r);
    } else {
      cos = 1;
      sin = 0;
    }

    if (regX || regY) {
      // prepend the registration offset:
      this.tx -= regX; this.ty -= regY;
    }
    if (skewX || skewY) {
      // TODO: can this be combined into a single prepend operation?
      skewX *= Matrix2D.DEG_TO_RAD;
      skewY *= Matrix2D.DEG_TO_RAD;
      this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0);
      this.prepend(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y);
    } else {
      this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y);
    }
    return this;
  };

  /**
   * Applies a clockwise rotation transformation to the matrix.
   * @method rotate
   * @param {Number} angle The angle to rotate by, in degrees. To use a value in radians, multiply it by `180/Math.PI`.
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.rotate = function(angle) {
    angle = angle*Matrix2D.DEG_TO_RAD;
    var cos = Math.cos(angle);
    var sin = Math.sin(angle);

    var a1 = this.a;
    var b1 = this.b;

    this.a = a1*cos+this.c*sin;
    this.b = b1*cos+this.d*sin;
    this.c = -a1*sin+this.c*cos;
    this.d = -b1*sin+this.d*cos;
    return this;
  };

  /**
   * Applies a skew transformation to the matrix.
   * @method skew
   * @param {Number} skewX The amount to skew horizontally in degrees. To use a value in radians, multiply it by `180/Math.PI`.
   * @param {Number} skewY The amount to skew vertically in degrees.
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   */
  p.skew = function(skewX, skewY) {
    skewX = skewX*Matrix2D.DEG_TO_RAD;
    skewY = skewY*Matrix2D.DEG_TO_RAD;
    this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), 0, 0);
    return this;
  };

  /**
   * Applies a scale transformation to the matrix.
   * @method scale
   * @param {Number} x The amount to scale horizontally. E.G. a value of 2 will double the size in the X direction, and 0.5 will halve it.
   * @param {Number} y The amount to scale vertically.
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.scale = function(x, y) {
    this.a *= x;
    this.b *= x;
    this.c *= y;
    this.d *= y;
    //this.tx *= x;
    //this.ty *= y;
    return this;
  };

  /**
   * Translates the matrix on the x and y axes.
   * @method translate
   * @param {Number} x
   * @param {Number} y
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.translate = function(x, y) {
    this.tx += this.a*x + this.c*y;
    this.ty += this.b*x + this.d*y;
    return this;
  };

  /**
   * Sets the properties of the matrix to those of an identity matrix (one that applies a null transformation).
   * @method identity
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.identity = function() {
    this.a = this.d = 1;
    this.b = this.c = this.tx = this.ty = 0;
    return this;
  };

  /**
   * Inverts the matrix, causing it to perform the opposite transformation.
   * @method invert
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   **/
  p.invert = function() {
    var a1 = this.a;
    var b1 = this.b;
    var c1 = this.c;
    var d1 = this.d;
    var tx1 = this.tx;
    var n = a1*d1-b1*c1;

    this.a = d1/n;
    this.b = -b1/n;
    this.c = -c1/n;
    this.d = a1/n;
    this.tx = (c1*this.ty-d1*tx1)/n;
    this.ty = -(a1*this.ty-b1*tx1)/n;
    return this;
  };

  /**
   * Returns true if the matrix is an identity matrix.
   * @method isIdentity
   * @return {Boolean}
   **/
  p.isIdentity = function() {
    return this.tx === 0 && this.ty === 0 && this.a === 1 && this.b === 0 && this.c === 0 && this.d === 1;
  };

  /**
   * Returns true if this matrix is equal to the specified matrix (all property values are equal).
   * @method equals
   * @param {Matrix2D} matrix The matrix to compare.
   * @return {Boolean}
   **/
  p.equals = function(matrix) {
    return this.tx === matrix.tx && this.ty === matrix.ty && this.a === matrix.a && this.b === matrix.b && this.c === matrix.c && this.d === matrix.d;
  };

  /**
   * Transforms a point according to this matrix.
   * @method transformPoint
   * @param {Number} x The x component of the point to transform.
   * @param {Number} y The y component of the point to transform.
   * @param {Point | Object} [pt] An object to copy the result into. If omitted a generic object with x/y properties will be returned.
   * @return {Point} This matrix. Useful for chaining method calls.
   **/
  p.transformPoint = function(x, y, pt) {
    pt = pt||{};
    pt.x = x*this.a+y*this.c+this.tx;
    pt.y = x*this.b+y*this.d+this.ty;
    return pt;
  };

  /**
   * Decomposes the matrix into transform properties (x, y, scaleX, scaleY, and rotation). Note that these values
   * may not match the transform properties you used to generate the matrix, though they will produce the same visual
   * results.
   * @method decompose
   * @param {Object} target The object to apply the transform properties to. If null, then a new object will be returned.
   * @return {Object} The target, or a new generic object with the transform properties applied.
   */
  p.decompose = function(target) {
    // TODO: it would be nice to be able to solve for whether the matrix can be decomposed into only scale/rotation even when scale is negative
    if (target == null) { target = {}; }
    target.x = this.tx;
    target.y = this.ty;
    target.scaleX = Math.sqrt(this.a * this.a + this.b * this.b);
    target.scaleY = Math.sqrt(this.c * this.c + this.d * this.d);

    var skewX = Math.atan2(-this.c, this.d);
    var skewY = Math.atan2(this.b, this.a);

    var delta = Math.abs(1-skewX/skewY);
    if (delta < 0.00001) { // effectively identical, can use rotation:
      target.rotation = skewY/Matrix2D.DEG_TO_RAD;
      if (this.a < 0 && this.d >= 0) {
        target.rotation += (target.rotation <= 0) ? 180 : -180;
      }
      target.skewX = target.skewY = 0;
    } else {
      target.skewX = skewX/Matrix2D.DEG_TO_RAD;
      target.skewY = skewY/Matrix2D.DEG_TO_RAD;
    }
    return target;
  };

  /**
   * Copies all properties from the specified matrix to this matrix.
   * @method copy
   * @param {Matrix2D} matrix The matrix to copy properties from.
   * @return {Matrix2D} This matrix. Useful for chaining method calls.
   */
  p.copy = function(matrix) {
    return this.setValues(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
  };

  /**
   * Returns a clone of the Matrix2D instance.
   * @method clone
   * @return {Matrix2D} a clone of the Matrix2D instance.
   **/
  p.clone = function() {
    return new Matrix2D(this.a, this.b, this.c, this.d, this.tx, this.ty);
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Matrix2D (a="+this.a+" b="+this.b+" c="+this.c+" d="+this.d+" tx="+this.tx+" ty="+this.ty+")]";
  };

  // this has to be populated after the class is defined:
  Matrix2D.identity = new Matrix2D();


  createjs.Matrix2D = Matrix2D;
}());

//##############################################################################
// DisplayProps.js
//##############################################################################

(function() {
  "use strict";

  /**
   * Used for calculating and encapsulating display related properties.
   * @class DisplayProps
   * @param {Number} [visible=true] Visible value.
   * @param {Number} [alpha=1] Alpha value.
   * @param {Number} [shadow=null] A Shadow instance or null.
   * @param {Number} [compositeOperation=null] A compositeOperation value or null.
   * @param {Number} [matrix] A transformation matrix. Defaults to a new identity matrix.
   * @constructor
   **/
  function DisplayProps(visible, alpha, shadow, compositeOperation, matrix) {
    this.setValues(visible, alpha, shadow, compositeOperation, matrix);

    // public properties:
    // assigned in the setValues method.
    /**
     * Property representing the alpha that will be applied to a display object.
     * @property alpha
     * @type Number
     **/

    /**
     * Property representing the shadow that will be applied to a display object.
     * @property shadow
     * @type Shadow
     **/

    /**
     * Property representing the compositeOperation that will be applied to a display object.
     * You can find a list of valid composite operations at:
     * <a href="https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Compositing">https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Compositing</a>
     * @property compositeOperation
     * @type String
     **/

    /**
     * Property representing the value for visible that will be applied to a display object.
     * @property visible
     * @type Boolean
     **/

    /**
     * The transformation matrix that will be applied to a display object.
     * @property matrix
     * @type Matrix2D
     **/
  }
  var p = DisplayProps.prototype;

// initialization:
  /**
   * Reinitializes the instance with the specified values.
   * @method setValues
   * @param {Number} [visible=true] Visible value.
   * @param {Number} [alpha=1] Alpha value.
   * @param {Number} [shadow=null] A Shadow instance or null.
   * @param {Number} [compositeOperation=null] A compositeOperation value or null.
   * @param {Number} [matrix] A transformation matrix. Defaults to an identity matrix.
   * @return {DisplayProps} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.setValues = function (visible, alpha, shadow, compositeOperation, matrix) {
    this.visible = visible == null ? true : !!visible;
    this.alpha = alpha == null ? 1 : alpha;
    this.shadow = shadow;
    this.compositeOperation = compositeOperation;
    this.matrix = matrix || (this.matrix&&this.matrix.identity()) || new createjs.Matrix2D();
    return this;
  };

// public methods:
  /**
   * Appends the specified display properties. This is generally used to apply a child's properties its parent's.
   * @method append
   * @param {Boolean} visible desired visible value
   * @param {Number} alpha desired alpha value
   * @param {Shadow} shadow desired shadow value
   * @param {String} compositeOperation desired composite operation value
   * @param {Matrix2D} [matrix] a Matrix2D instance
   * @return {DisplayProps} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.append = function(visible, alpha, shadow, compositeOperation, matrix) {
    this.alpha *= alpha;
    this.shadow = shadow || this.shadow;
    this.compositeOperation = compositeOperation || this.compositeOperation;
    this.visible = this.visible && visible;
    matrix&&this.matrix.appendMatrix(matrix);
    return this;
  };

  /**
   * Prepends the specified display properties. This is generally used to apply a parent's properties to a child's.
   * For example, to get the combined display properties that would be applied to a child, you could use:
   *
   * 	var o = myDisplayObject;
   * 	var props = new createjs.DisplayProps();
   * 	do {
	 * 		// prepend each parent's props in turn:
	 * 		props.prepend(o.visible, o.alpha, o.shadow, o.compositeOperation, o.getMatrix());
	 * 	} while (o = o.parent);
   *
   * @method prepend
   * @param {Boolean} visible desired visible value
   * @param {Number} alpha desired alpha value
   * @param {Shadow} shadow desired shadow value
   * @param {String} compositeOperation desired composite operation value
   * @param {Matrix2D} [matrix] a Matrix2D instance
   * @return {DisplayProps} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.prepend = function(visible, alpha, shadow, compositeOperation, matrix) {
    this.alpha *= alpha;
    this.shadow = this.shadow || shadow;
    this.compositeOperation = this.compositeOperation || compositeOperation;
    this.visible = this.visible && visible;
    matrix&&this.matrix.prependMatrix(matrix);
    return this;
  };

  /**
   * Resets this instance and its matrix to default values.
   * @method identity
   * @return {DisplayProps} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.identity = function() {
    this.visible = true;
    this.alpha = 1;
    this.shadow = this.compositeOperation = null;
    this.matrix.identity();
    return this;
  };

  /**
   * Returns a clone of the DisplayProps instance. Clones the associated matrix.
   * @method clone
   * @return {DisplayProps} a clone of the DisplayProps instance.
   **/
  p.clone = function() {
    return new DisplayProps(this.alpha, this.shadow, this.compositeOperation, this.visible, this.matrix.clone());
  };

// private methods:

  createjs.DisplayProps = DisplayProps;
})();

//##############################################################################
// Point.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Represents a point on a 2 dimensional x / y coordinate system.
   *
   * <h4>Example</h4>
   *
   *      var point = new createjs.Point(0, 100);
   *
   * @class Point
   * @param {Number} [x=0] X position.
   * @param {Number} [y=0] Y position.
   * @constructor
   **/
  function Point(x, y) {
    this.setValues(x, y);


    // public properties:
    // assigned in the setValues method.
    /**
     * X position.
     * @property x
     * @type Number
     **/

    /**
     * Y position.
     * @property y
     * @type Number
     **/
  }
  var p = Point.prototype;

// public methods:
  /**
   * Sets the specified values on this instance.
   * @method setValues
   * @param {Number} [x=0] X position.
   * @param {Number} [y=0] Y position.
   * @return {Point} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.setValues = function(x, y) {
    this.x = x||0;
    this.y = y||0;
    return this;
  };

  /**
   * Copies all properties from the specified point to this point.
   * @method copy
   * @param {Point} point The point to copy properties from.
   * @return {Point} This point. Useful for chaining method calls.
   * @chainable
   */
  p.copy = function(point) {
    this.x = point.x;
    this.y = point.y;
    return this;
  };

  /**
   * Returns a clone of the Point instance.
   * @method clone
   * @return {Point} a clone of the Point instance.
   **/
  p.clone = function() {
    return new Point(this.x, this.y);
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Point (x="+this.x+" y="+this.y+")]";
  };


  createjs.Point = Point;
}());

//##############################################################################
// Rectangle.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Represents a rectangle as defined by the points (x, y) and (x+width, y+height).
   *
   * <h4>Example</h4>
   *
   *      var rect = new createjs.Rectangle(0, 0, 100, 100);
   *
   * @class Rectangle
   * @param {Number} [x=0] X position.
   * @param {Number} [y=0] Y position.
   * @param {Number} [width=0] The width of the Rectangle.
   * @param {Number} [height=0] The height of the Rectangle.
   * @constructor
   **/
  function Rectangle(x, y, width, height) {
    this.setValues(x, y, width, height);


    // public properties:
    // assigned in the setValues method.
    /**
     * X position.
     * @property x
     * @type Number
     **/

    /**
     * Y position.
     * @property y
     * @type Number
     **/

    /**
     * Width.
     * @property width
     * @type Number
     **/

    /**
     * Height.
     * @property height
     * @type Number
     **/
  }
  var p = Rectangle.prototype;

// public methods:
  /**
   * Sets the specified values on this instance.
   * @method setValues
   * @param {Number} [x=0] X position.
   * @param {Number} [y=0] Y position.
   * @param {Number} [width=0] The width of the Rectangle.
   * @param {Number} [height=0] The height of the Rectangle.
   * @return {Rectangle} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.setValues = function(x, y, width, height) {
    // don't forget to update docs in the constructor if these change:
    this.x = x||0;
    this.y = y||0;
    this.width = width||0;
    this.height = height||0;
    return this;
  };

  /**
   * Extends the rectangle's bounds to include the described point or rectangle.
   * @method extend
   * @param {Number} x X position of the point or rectangle.
   * @param {Number} y Y position of the point or rectangle.
   * @param {Number} [width=0] The width of the rectangle.
   * @param {Number} [height=0] The height of the rectangle.
   * @return {Rectangle} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.extend = function(x, y, width, height) {
    width = width||0;
    height = height||0;
    if (x+width > this.x+this.width) { this.width = x+width-this.x; }
    if (y+height > this.y+this.height) { this.height = y+height-this.y; }
    if (x < this.x) { this.width += this.x-x; this.x = x; }
    if (y < this.y) { this.height += this.y-y; this.y = y; }
    return this;
  };

  /**
   * Adds the specified padding to the rectangle's bounds.
   * @method pad
   * @param {Number} top
   * @param {Number} left
   * @param {Number} bottom
   * @param {Number} right
   * @return {Rectangle} This instance. Useful for chaining method calls.
   * @chainable
   */
  p.pad = function(top, left, bottom, right) {
    this.x -= left;
    this.y -= top;
    this.width += left+right;
    this.height += top+bottom;
    return this;
  };

  /**
   * Copies all properties from the specified rectangle to this rectangle.
   * @method copy
   * @param {Rectangle} rectangle The rectangle to copy properties from.
   * @return {Rectangle} This rectangle. Useful for chaining method calls.
   * @chainable
   */
  p.copy = function(rectangle) {
    return this.setValues(rectangle.x, rectangle.y, rectangle.width, rectangle.height);
  };

  /**
   * Returns true if this rectangle fully encloses the described point or rectangle.
   * @method contains
   * @param {Number} x X position of the point or rectangle.
   * @param {Number} y Y position of the point or rectangle.
   * @param {Number} [width=0] The width of the rectangle.
   * @param {Number} [height=0] The height of the rectangle.
   * @return {Boolean} True if the described point or rectangle is contained within this rectangle.
   */
  p.contains = function(x, y, width, height) {
    width = width||0;
    height = height||0;
    return (x >= this.x && x+width <= this.x+this.width && y >= this.y && y+height <= this.y+this.height);
  };

  /**
   * Returns a new rectangle which contains this rectangle and the specified rectangle.
   * @method union
   * @param {Rectangle} rect The rectangle to calculate a union with.
   * @return {Rectangle} A new rectangle describing the union.
   */
  p.union = function(rect) {
    return this.clone().extend(rect.x, rect.y, rect.width, rect.height);
  };

  /**
   * Returns a new rectangle which describes the intersection (overlap) of this rectangle and the specified rectangle,
   * or null if they do not intersect.
   * @method intersection
   * @param {Rectangle} rect The rectangle to calculate an intersection with.
   * @return {Rectangle} A new rectangle describing the intersection or null.
   */
  p.intersection = function(rect) {
    var x1 = rect.x, y1 = rect.y, x2 = x1+rect.width, y2 = y1+rect.height;
    if (this.x > x1) { x1 = this.x; }
    if (this.y > y1) { y1 = this.y; }
    if (this.x + this.width < x2) { x2 = this.x + this.width; }
    if (this.y + this.height < y2) { y2 = this.y + this.height; }
    return (x2 <= x1 || y2 <= y1) ? null : new Rectangle(x1, y1, x2-x1, y2-y1);
  };

  /**
   * Returns true if the specified rectangle intersects (has any overlap) with this rectangle.
   * @method intersects
   * @param {Rectangle} rect The rectangle to compare.
   * @return {Boolean} True if the rectangles intersect.
   */
  p.intersects = function(rect) {
    return (rect.x <= this.x+this.width && this.x <= rect.x+rect.width && rect.y <= this.y+this.height && this.y <= rect.y + rect.height);
  };

  /**
   * Returns true if the width or height are equal or less than 0.
   * @method isEmpty
   * @return {Boolean} True if the rectangle is empty.
   */
  p.isEmpty = function() {
    return this.width <= 0 || this.height <= 0;
  };

  /**
   * Returns a clone of the Rectangle instance.
   * @method clone
   * @return {Rectangle} a clone of the Rectangle instance.
   **/
  p.clone = function() {
    return new Rectangle(this.x, this.y, this.width, this.height);
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Rectangle (x="+this.x+" y="+this.y+" width="+this.width+" height="+this.height+")]";
  };


  createjs.Rectangle = Rectangle;
}());

//##############################################################################
// ButtonHelper.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * The ButtonHelper is a helper class to create interactive buttons from {{#crossLink "MovieClip"}}{{/crossLink}} or
   * {{#crossLink "Sprite"}}{{/crossLink}} instances. This class will intercept mouse events from an object, and
   * automatically call {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}},
   * to the respective animation labels, add a pointer cursor, and allows the user to define a hit state frame.
   *
   * The ButtonHelper instance does not need to be added to the stage, but a reference should be maintained to prevent
   * garbage collection.
   *
   * Note that over states will not work unless you call {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
   *
   * <h4>Example</h4>
   *
   *      var helper = new createjs.ButtonHelper(myInstance, "out", "over", "down", false, myInstance, "hit");
   *      myInstance.addEventListener("click", handleClick);
   *      function handleClick(event) {
	 *          // Click Happened.
	 *      }
   *
   * @class ButtonHelper
   * @param {Sprite|MovieClip} target The instance to manage.
   * @param {String} [outLabel="out"] The label or animation to go to when the user rolls out of the button.
   * @param {String} [overLabel="over"] The label or animation to go to when the user rolls over the button.
   * @param {String} [downLabel="down"] The label or animation to go to when the user presses the button.
   * @param {Boolean} [play=false] If the helper should call "gotoAndPlay" or "gotoAndStop" on the button when changing
   * states.
   * @param {DisplayObject} [hitArea] An optional item to use as the hit state for the button. If this is not defined,
   * then the button's visible states will be used instead. Note that the same instance as the "target" argument can be
   * used for the hitState.
   * @param {String} [hitLabel] The label or animation on the hitArea instance that defines the hitArea bounds. If this is
   * null, then the default state of the hitArea will be used. *
   * @constructor
   */
  function ButtonHelper(target, outLabel, overLabel, downLabel, play, hitArea, hitLabel) {
    if (!target.addEventListener) { return; }


    // public properties:
    /**
     * The target for this button helper.
     * @property target
     * @type MovieClip | Sprite
     * @readonly
     **/
    this.target = target;

    /**
     * The label name or frame number to display when the user mouses out of the target. Defaults to "over".
     * @property overLabel
     * @type String | Number
     **/
    this.overLabel = overLabel == null ? "over" : overLabel;

    /**
     * The label name or frame number to display when the user mouses over the target. Defaults to "out".
     * @property outLabel
     * @type String | Number
     **/
    this.outLabel = outLabel == null ? "out" : outLabel;

    /**
     * The label name or frame number to display when the user presses on the target. Defaults to "down".
     * @property downLabel
     * @type String | Number
     **/
    this.downLabel = downLabel == null ? "down" : downLabel;

    /**
     * If true, then ButtonHelper will call gotoAndPlay, if false, it will use gotoAndStop. Default is false.
     * @property play
     * @default false
     * @type Boolean
     **/
    this.play = play;


    //  private properties
    /**
     * @property _isPressed
     * @type Boolean
     * @protected
     **/
    this._isPressed = false;

    /**
     * @property _isOver
     * @type Boolean
     * @protected
     **/
    this._isOver = false;

    /**
     * @property _enabled
     * @type Boolean
     * @protected
     **/
    this._enabled = false;

    // setup:
    target.mouseChildren = false; // prevents issues when children are removed from the display list when state changes.
    this.enabled = true;
    this.handleEvent({});
    if (hitArea) {
      if (hitLabel) {
        hitArea.actionsEnabled = false;
        hitArea.gotoAndStop&&hitArea.gotoAndStop(hitLabel);
      }
      target.hitArea = hitArea;
    }
  }
  var p = ButtonHelper.prototype;

// getter / setters:
  /**
   * Use the {{#crossLink "ButtonHelper/enabled:property"}}{{/crossLink}} property instead.
   * @method setEnabled
   * @param {Boolean} value The enabled property to set the instance to.
   * @[rptected
   * @protected
   **/
  p._setEnabled = function(value) {
    if (value == this._enabled) { return; }
    var o = this.target;
    this._enabled = value;
    if (value) {
      o.cursor = "pointer";
      o.addEventListener("rollover", this);
      o.addEventListener("rollout", this);
      o.addEventListener("mousedown", this);
      o.addEventListener("pressup", this);
      if (o._reset) { o.__reset = o._reset; o._reset = this._reset;}
    } else {
      o.cursor = null;
      o.removeEventListener("rollover", this);
      o.removeEventListener("rollout", this);
      o.removeEventListener("mousedown", this);
      o.removeEventListener("pressup", this);
      if (o.__reset) { o._reset = o.__reset; delete(o.__reset); }
    }
  };
  // ButtonHelper.setEnabled is @deprecated. Remove for 1.1+
  p.setEnabled = createjs.deprecate(p._setEnabled, "ButtonHelper.setEnabled");

  /**
   * Use the {{#crossLink "ButtonHelper/enabled:property"}}{{/crossLink}} property instead.
   * @method getEnabled
   * @protected
   * @return {Boolean}
   **/
  p._getEnabled = function() {
    return this._enabled;
  };
  // ButtonHelper.getEnabled is @deprecated. Remove for 1.1+
  p.getEnabled = createjs.deprecate(p._getEnabled, "ButtonHelper.getEnabled");

  /**
   * Enables or disables the button functionality on the target.
   * @property enabled
   * @type {Boolean}
   **/
  try {
    Object.defineProperties(p, {
      enabled: { get: p._getEnabled, set: p._setEnabled }
    });
  } catch (e) {} // TODO: use Log


// public methods:
  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[ButtonHelper]";
  };


// private methods:
  /**
   * @method handleEvent
   * @param {Object} evt The mouse event to handle.
   * @protected
   **/
  p.handleEvent = function(evt) {
    var label, t = this.target, type = evt.type;
    if (type == "mousedown") {
      this._isPressed = true;
      label = this.downLabel;
    } else if (type == "pressup") {
      this._isPressed = false;
      label = this._isOver ? this.overLabel : this.outLabel;
    } else if (type == "rollover") {
      this._isOver = true;
      label = this._isPressed ? this.downLabel : this.overLabel;
    } else { // rollout and default
      this._isOver = false;
      label = this._isPressed ? this.overLabel : this.outLabel;
    }
    if (this.play) {
      t.gotoAndPlay&&t.gotoAndPlay(label);
    } else {
      t.gotoAndStop&&t.gotoAndStop(label);
    }
  };

  /**
   * Injected into target. Preserves the paused state through a reset.
   * @method _reset
   * @protected
   **/
  p._reset = function() {
    // TODO: explore better ways to handle this issue. This is hacky & disrupts object signatures.
    var p = this.paused;
    this.__reset();
    this.paused = p;
  };


  createjs.ButtonHelper = ButtonHelper;
}());

//##############################################################################
// Shadow.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * This class encapsulates the properties required to define a shadow to apply to a {{#crossLink "DisplayObject"}}{{/crossLink}}
   * via its <code>shadow</code> property.
   *
   * <h4>Example</h4>
   *
   *      myImage.shadow = new createjs.Shadow("#000000", 5, 5, 10);
   *
   * @class Shadow
   * @constructor
   * @param {String} color The color of the shadow. This can be any valid CSS color value.
   * @param {Number} offsetX The x offset of the shadow in pixels.
   * @param {Number} offsetY The y offset of the shadow in pixels.
   * @param {Number} blur The size of the blurring effect.
   **/
  function Shadow(color, offsetX, offsetY, blur) {


    // public properties:
    /**
     * The color of the shadow. This can be any valid CSS color value.
     * @property color
     * @type String
     * @default null
     */
    this.color = color||"black";

    /** The x offset of the shadow.
     * @property offsetX
     * @type Number
     * @default 0
     */
    this.offsetX = offsetX||0;

    /** The y offset of the shadow.
     * @property offsetY
     * @type Number
     * @default 0
     */
    this.offsetY = offsetY||0;

    /** The blur of the shadow.
     * @property blur
     * @type Number
     * @default 0
     */
    this.blur = blur||0;
  }
  var p = Shadow.prototype;

// static public properties:
  /**
   * An identity shadow object (all properties are set to 0).
   * @property identity
   * @type Shadow
   * @static
   * @final
   * @readonly
   **/
  Shadow.identity = new Shadow("transparent", 0, 0, 0);


// public methods:
  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Shadow]";
  };

  /**
   * Returns a clone of this Shadow instance.
   * @method clone
   * @return {Shadow} A clone of the current Shadow instance.
   **/
  p.clone = function() {
    return new Shadow(this.color, this.offsetX, this.offsetY, this.blur);
  };


  createjs.Shadow = Shadow;
}());

//##############################################################################
// SpriteSheet.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Encapsulates the properties and methods associated with a sprite sheet. A sprite sheet is a series of images (usually
   * animation frames) combined into a larger image (or images). For example, an animation consisting of eight 100x100
   * images could be combined into a single 400x200 sprite sheet (4 frames across by 2 high).
   *
   * The data passed to the SpriteSheet constructor defines:
   * <ol>
   * 	<li> The source image or images to use.</li>
   * 	<li> The positions of individual image frames.</li>
   * 	<li> Sequences of frames that form named animations. Optional.</li>
   * 	<li> The target playback framerate. Optional.</li>
   * </ol>
   * <h3>SpriteSheet Format</h3>
   * SpriteSheets are an object with two required properties (`images` and `frames`), and two optional properties
   * (`framerate` and `animations`). This makes them easy to define in javascript code, or in JSON.
   *
   * <h4>images</h4>
   * An array of source images. Images can be either an HTMlimage
   * instance, or a uri to an image. The former is recommended to control preloading.
   *
   * 	images: [image1, "path/to/image2.png"],
   *
   * <h4>frames</h4>
   * Defines the individual frames. There are two supported formats for frame data:
   * When all of the frames are the same size (in a grid), use an object with `width`, `height`, `regX`, `regY`,
   * and `count` properties.
   *
   * <ul>
   *  <li>`width` & `height` are required and specify the dimensions of the frames</li>
   *  <li>`regX` & `regY` indicate the registration point or "origin" of the frames</li>
   *  <li>`spacing` indicate the spacing between frames</li>
   *  <li>`margin` specify the margin around the image(s)</li>
   *  <li>`count` allows you to specify the total number of frames in the spritesheet; if omitted, this will
   *  be calculated based on the dimensions of the source images and the frames. Frames will be assigned
   *  indexes based on their position in the source images (left to right, top to bottom).</li>
   * </ul>
   *
   *  	frames: {width:64, height:64, count:20, regX: 32, regY:64, spacing:0, margin:0}
   *
   * If the frames are of different sizes, use an array of frame definitions. Each definition is itself an array
   * with 4 required and 3 optional entries, in the order:
   *
   * <ul>
   *  <li>The first four, `x`, `y`, `width`, and `height` are required and define the frame rectangle.</li>
   *  <li>The fifth, `imageIndex`, specifies the index of the source image (defaults to 0)</li>
   *  <li>The last two, `regX` and `regY` specify the registration point of the frame</li>
   * </ul>
   *
   * 	frames: [
   * 		// x, y, width, height, imageIndex*, regX*, regY*
   * 		[64, 0, 96, 64],
   * 		[0, 0, 64, 64, 1, 32, 32]
   * 		// etc.
   * 	]
   *
   * <h4>animations</h4>
   * Optional. An object defining sequences of frames to play as named animations. Each property corresponds to an
   * animation of the same name. Each animation must specify the frames to play, and may
   * also include a relative playback `speed` (ex. 2 would playback at double speed, 0.5 at half), and
   * the name of the `next` animation to sequence to after it completes.
   *
   * There are three formats supported for defining the frames in an animation, which can be mixed and matched as appropriate:
   * <ol>
   * 	<li>for a single frame animation, you can simply specify the frame index
   *
   * 		animations: {
	 * 			sit: 7
	 * 		}
   *
   * </li>
   * <li>
   *      for an animation of consecutive frames, you can use an array with two required, and two optional entries
   * 		in the order: `start`, `end`, `next`, and `speed`. This will play the frames from start to end inclusive.
   *
   * 		animations: {
	 * 			// start, end, next*, speed*
	 * 			run: [0, 8],
	 * 			jump: [9, 12, "run", 2]
	 * 		}
   *
   *  </li>
   *  <li>
   *     for non-consecutive frames, you can use an object with a `frames` property defining an array of frame
   *     indexes to play in order. The object can also specify `next` and `speed` properties.
   *
   * 		animations: {
	 * 			walk: {
	 * 				frames: [1,2,3,3,2,1]
	 * 			},
	 * 			shoot: {
	 * 				frames: [1,4,5,6],
	 * 				next: "walk",
	 * 				speed: 0.5
	 * 			}
	 * 		}
   *
   *  </li>
   * </ol>
   * <strong>Note:</strong> the `speed` property was added in EaselJS 0.7.0. Earlier versions had a `frequency`
   * property instead, which was the inverse of `speed`. For example, a value of "4" would be 1/4 normal speed in
   * earlier versions, but is 4x normal speed in EaselJS 0.7.0+.
   *
   * <h4>framerate</h4>
   * Optional. Indicates the default framerate to play this spritesheet at in frames per second. See
   * {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} for more information.
   *
   * 		framerate: 20
   *
   * Note that the Sprite framerate will only work if the stage update method is provided with the {{#crossLink "Ticker/tick:event"}}{{/crossLink}}
   * event generated by the {{#crossLink "Ticker"}}{{/crossLink}}.
   *
   * 		createjs.Ticker.on("tick", handleTick);
   * 		function handleTick(event) {
	 *			stage.update(event);
	 *		}
   *
   * <h3>Example</h3>
   * To define a simple sprite sheet, with a single image "sprites.jpg" arranged in a regular 50x50 grid with three
   * animations: "stand" showing the first frame, "run" looping frame 1-5 inclusive, and "jump" playing frame 6-8 and
   * sequencing back to run.
   *
   * 		var data = {
	 * 			images: ["sprites.jpg"],
	 * 			frames: {width:50, height:50},
	 * 			animations: {
	 * 				stand:0,
	 * 				run:[1,5],
	 * 				jump:[6,8,"run"]
	 * 			}
	 * 		};
   * 		var spriteSheet = new createjs.SpriteSheet(data);
   * 		var animation = new createjs.Sprite(spriteSheet, "run");
   *
   * <h3>Generating SpriteSheet Images</h3>
   * Spritesheets can be created manually by combining images in PhotoShop, and specifying the frame size or
   * coordinates manually, however there are a number of tools that facilitate this.
   * <ul>
   *     <li>Exporting SpriteSheets or HTML5 content from Adobe Flash/Animate supports the EaselJS SpriteSheet format.</li>
   *     <li>The popular <a href="https://www.codeandweb.com/texturepacker/easeljs" target="_blank">Texture Packer</a> has
   *     EaselJS support.
   *     <li>SWF animations in Adobe Flash/Animate can be exported to SpriteSheets using <a href="http://createjs.com/zoe" target="_blank">Zo&euml;</a></li>
   * </ul>
   *
   * <h3>Cross Origin Issues</h3>
   * <strong>Warning:</strong> Images loaded cross-origin will throw cross-origin security errors when interacted with
   * using:
   * <ul>
   *     <li>a mouse</li>
   *     <li>methods such as {{#crossLink "Container/getObjectUnderPoint"}}{{/crossLink}}</li>
   *     <li>Filters (see {{#crossLink "Filter"}}{{/crossLink}})</li>
   *     <li>caching (see {{#crossLink "DisplayObject/cache"}}{{/crossLink}})</li>
   * </ul>
   * You can get around this by setting `crossOrigin` property on your images before passing them to EaselJS, or
   * setting the `crossOrigin` property on PreloadJS' LoadQueue or LoadItems.
   *
   * 		var image = new Image();
   * 		img.crossOrigin="Anonymous";
   * 		img.src = "http://server-with-CORS-support.com/path/to/image.jpg";
   *
   * If you pass string paths to SpriteSheets, they will not work cross-origin. The server that stores the image must
   * support cross-origin requests, or this will not work. For more information, check out
   * <a href="https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS" target="_blank">CORS overview on MDN</a>.
   *
   * @class SpriteSheet
   * @constructor
   * @param {Object} data An object describing the SpriteSheet data.
   * @extends EventDispatcher
   **/
  function SpriteSheet(data) {
    this.EventDispatcher_constructor();


    // public properties:
    /**
     * Indicates whether all images are finished loading.
     * @property complete
     * @type Boolean
     * @readonly
     **/
    this.complete = true;

    /**
     * Specifies the framerate to use by default for Sprite instances using the SpriteSheet. See the Sprite class
     * {{#crossLink "Sprite/framerate:property"}}{{/crossLink}} for more information.
     * @property framerate
     * @type Number
     **/
    this.framerate = 0;


    // private properties:
    /**
     * @property _animations
     * @protected
     * @type Array
     **/
    this._animations = null;

    /**
     * @property _frames
     * @protected
     * @type Array
     **/
    this._frames = null;

    /**
     * @property _images
     * @protected
     * @type Array
     **/
    this._images = null;

    /**
     * @property _data
     * @protected
     * @type Object
     **/
    this._data = null;

    /**
     * @property _loadCount
     * @protected
     * @type Number
     **/
    this._loadCount = 0;

    // only used for simple frame defs:
    /**
     * @property _frameHeight
     * @protected
     * @type Number
     **/
    this._frameHeight = 0;

    /**
     * @property _frameWidth
     * @protected
     * @type Number
     **/
    this._frameWidth = 0;

    /**
     * @property _numFrames
     * @protected
     * @type Number
     **/
    this._numFrames = 0;

    /**
     * @property _regX
     * @protected
     * @type Number
     **/
    this._regX = 0;

    /**
     * @property _regY
     * @protected
     * @type Number
     **/
    this._regY = 0;

    /**
     * @property _spacing
     * @protected
     * @type Number
     **/
    this._spacing = 0;

    /**
     * @property _margin
     * @protected
     * @type Number
     **/
    this._margin = 0;

    // setup:
    this._parseData(data);
  }
  var p = createjs.extend(SpriteSheet, createjs.EventDispatcher);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.


// events:
  /**
   * Dispatched when all images are loaded.  Note that this only fires if the images
   * were not fully loaded when the sprite sheet was initialized. You should check the complete property
   * to prior to adding a listener. Ex.
   *
   * 	var sheet = new createjs.SpriteSheet(data);
   * 	if (!sheet.complete) {
	 * 		// not preloaded, listen for the complete event:
	 * 		sheet.addEventListener("complete", handler);
	 * 	}
   *
   * @event complete
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @since 0.6.0
   */

  /**
   * Dispatched when getFrame is called with a valid frame index. This is primarily intended for use by {{#crossLink "SpriteSheetBuilder"}}{{/crossLink}}
   * when doing on-demand rendering.
   * @event getframe
   * @param {Number} index The frame index.
   * @param {Object} frame The frame object that getFrame will return.
   */

  /**
   * Dispatched when an image encounters an error. A SpriteSheet will dispatch an error event for each image that
   * encounters an error, and will still dispatch a {{#crossLink "SpriteSheet/complete:event"}}{{/crossLink}}
   * event once all images are finished processing, even if an error is encountered.
   * @event error
   * @param {String} src The source of the image that failed to load.
   * @since 0.8.2
   */


// getter / setters:
  /**
   * Use the {{#crossLink "SpriteSheet/animations:property"}}{{/crossLink}} property instead.
   * @method _getAnimations
   * @protected
   * @return {Array}
   **/
  p._getAnimations = function() {
    return this._animations.slice();
  };
  // SpriteSheet.getAnimations is @deprecated. Remove for 1.1+
  p.getAnimations = createjs.deprecate(p._getAnimations, "SpriteSheet.getAnimations");

  /**
   * Returns an array of all available animation names available on this sprite sheet as strings.
   * @property animations
   * @type {Array}
   * @readonly
   **/
  try {
    Object.defineProperties(p, {
      animations: { get: p._getAnimations }
    });
  } catch (e) {}


// public methods:
  /**
   * Returns the total number of frames in the specified animation, or in the whole sprite
   * sheet if the animation param is omitted. Returns 0 if the spritesheet relies on calculated frame counts, and
   * the images have not been fully loaded.
   * @method getNumFrames
   * @param {String} animation The name of the animation to get a frame count for.
   * @return {Number} The number of frames in the animation, or in the entire sprite sheet if the animation param is omitted.
   */
  p.getNumFrames = function(animation) {
    if (animation == null) {
      return this._frames ? this._frames.length : this._numFrames || 0;
    } else {
      var data = this._data[animation];
      if (data == null) { return 0; }
      else { return data.frames.length; }
    }
  };

  /**
   * Returns an object defining the specified animation. The returned object contains:<UL>
   * 	<li>frames: an array of the frame ids in the animation</li>
   * 	<li>speed: the playback speed for this animation</li>
   * 	<li>name: the name of the animation</li>
   * 	<li>next: the default animation to play next. If the animation loops, the name and next property will be the
   * 	same.</li>
   * </UL>
   * @method getAnimation
   * @param {String} name The name of the animation to get.
   * @return {Object} a generic object with frames, speed, name, and next properties.
   **/
  p.getAnimation = function(name) {
    return this._data[name];
  };

  /**
   * Returns an object specifying the image and source rect of the specified frame. The returned object has:<UL>
   * 	<li>an image property holding a reference to the image object in which the frame is found</li>
   * 	<li>a rect property containing a Rectangle instance which defines the boundaries for the frame within that
   * 	image.</li>
   * 	<li> A regX and regY property corresponding to the regX/Y values for the frame.
   * </UL>
   * @method getFrame
   * @param {Number} frameIndex The index of the frame.
   * @return {Object} a generic object with image and rect properties. Returns null if the frame does not exist.
   **/
  p.getFrame = function(frameIndex) {
    var frame;
    if (this._frames && (frame=this._frames[frameIndex])) { return frame; }
    return null;
  };

  /**
   * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the specified frame relative
   * to the origin. For example, a 90 x 70 frame with a regX of 50 and a regY of 40 would return:
   *
   * 	[x=-50, y=-40, width=90, height=70]
   *
   * @method getFrameBounds
   * @param {Number} frameIndex The index of the frame.
   * @param {Rectangle} [rectangle] A Rectangle instance to copy the values into. By default a new instance is created.
   * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully loaded.
   **/
  p.getFrameBounds = function(frameIndex, rectangle) {
    var frame = this.getFrame(frameIndex);
    return frame ? (rectangle||new createjs.Rectangle()).setValues(-frame.regX, -frame.regY, frame.rect.width, frame.rect.height) : null;
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[SpriteSheet]";
  };

  /**
   * SpriteSheet cannot be cloned. A SpriteSheet can be shared by multiple Sprite instances without cloning it.
   * @method clone
   **/
  p.clone = function() {
    throw("SpriteSheet cannot be cloned.")
  };

// private methods:
  /**
   * @method _parseData
   * @param {Object} data An object describing the SpriteSheet data.
   * @protected
   **/
  p._parseData = function(data) {
    var i,l,o,a;
    if (data == null) { return; }

    this.framerate = data.framerate||0;

    // parse images:
    if (data.images && (l=data.images.length) > 0) {
      a = this._images = [];
      for (i=0; i<l; i++) {
        var img = data.images[i];
        if (typeof img == "string") {
          var src = img;
          img = document.createElement("img");
          img.src = src;
        }
        a.push(img);
        if (!img.getContext && !img.naturalWidth) {
          this._loadCount++;
          this.complete = false;
          (function(o, src) { img.onload = function() { o._handleImageLoad(src); } })(this, src);
          (function(o, src) { img.onerror = function() { o._handleImageError(src); } })(this, src);
        }
      }
    }

    // parse frames:
    if (data.frames == null) { // nothing
    } else if (Array.isArray(data.frames)) {
      this._frames = [];
      a = data.frames;
      for (i=0,l=a.length;i<l;i++) {
        var arr = a[i];
        this._frames.push({image:this._images[arr[4]?arr[4]:0], rect:new createjs.Rectangle(arr[0],arr[1],arr[2],arr[3]), regX:arr[5]||0, regY:arr[6]||0 });
      }
    } else {
      o = data.frames;
      this._frameWidth = o.width;
      this._frameHeight = o.height;
      this._regX = o.regX||0;
      this._regY = o.regY||0;
      this._spacing = o.spacing||0;
      this._margin = o.margin||0;
      this._numFrames = o.count;
      if (this._loadCount == 0) { this._calculateFrames(); }
    }

    // parse animations:
    this._animations = [];
    if ((o=data.animations) != null) {
      this._data = {};
      var name;
      for (name in o) {
        var anim = {name:name};
        var obj = o[name];
        if (typeof obj == "number") { // single frame
          a = anim.frames = [obj];
        } else if (Array.isArray(obj)) { // simple
          if (obj.length == 1) { anim.frames = [obj[0]]; }
          else {
            anim.speed = obj[3];
            anim.next = obj[2];
            a = anim.frames = [];
            for (i=obj[0];i<=obj[1];i++) {
              a.push(i);
            }
          }
        } else { // complex
          anim.speed = obj.speed;
          anim.next = obj.next;
          var frames = obj.frames;
          a = anim.frames = (typeof frames == "number") ? [frames] : frames.slice(0);
        }
        if (anim.next === true || anim.next === undefined) { anim.next = name; } // loop
        if (anim.next === false || (a.length < 2 && anim.next == name)) { anim.next = null; } // stop
        if (!anim.speed) { anim.speed = 1; }
        this._animations.push(name);
        this._data[name] = anim;
      }
    }
  };

  /**
   * @method _handleImageLoad
   * @protected
   **/
  p._handleImageLoad = function(src) {
    if (--this._loadCount == 0) {
      this._calculateFrames();
      this.complete = true;
      this.dispatchEvent("complete");
    }
  };

  /**
   * @method _handleImageError
   * @protected
   */
  p._handleImageError = function (src) {
    var errorEvent = new createjs.Event("error");
    errorEvent.src = src;
    this.dispatchEvent(errorEvent);

    // Complete is still dispatched.
    if (--this._loadCount == 0) {
      this.dispatchEvent("complete");
    }
  };

  /**
   * @method _calculateFrames
   * @protected
   **/
  p._calculateFrames = function() {
    if (this._frames || this._frameWidth == 0) { return; }

    this._frames = [];

    var maxFrames = this._numFrames || 100000; // if we go over this, something is wrong.
    var frameCount = 0, frameWidth = this._frameWidth, frameHeight = this._frameHeight;
    var spacing = this._spacing, margin = this._margin;

    imgLoop:
      for (var i=0, imgs=this._images; i<imgs.length; i++) {
        var img = imgs[i], imgW = (img.width||img.naturalWidth), imgH = (img.height||img.naturalHeight);

        var y = margin;
        while (y <= imgH-margin-frameHeight) {
          var x = margin;
          while (x <= imgW-margin-frameWidth) {
            if (frameCount >= maxFrames) { break imgLoop; }
            frameCount++;
            this._frames.push({
              image: img,
              rect: new createjs.Rectangle(x, y, frameWidth, frameHeight),
              regX: this._regX,
              regY: this._regY
            });
            x += frameWidth+spacing;
          }
          y += frameHeight+spacing;
        }
      }
    this._numFrames = frameCount;
  };


  createjs.SpriteSheet = createjs.promote(SpriteSheet, "EventDispatcher");
}());

//##############################################################################
// Graphics.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * The Graphics class exposes an easy to use API for generating vector drawing instructions and drawing them to a
   * specified context. Note that you can use Graphics without any dependency on the EaselJS framework by calling {{#crossLink "Graphics/draw"}}{{/crossLink}}
   * directly, or it can be used with the {{#crossLink "Shape"}}{{/crossLink}} object to draw vector graphics within the
   * context of an EaselJS display list.
   *
   * There are two approaches to working with Graphics object: calling methods on a Graphics instance (the "Graphics API"), or
   * instantiating Graphics command objects and adding them to the graphics queue via {{#crossLink "Graphics/append"}}{{/crossLink}}.
   * The former abstracts the latter, simplifying beginning and ending paths, fills, and strokes.
   *
   *      var g = new createjs.Graphics();
   *      g.setStrokeStyle(1);
   *      g.beginStroke("#000000");
   *      g.beginFill("red");
   *      g.drawCircle(0,0,30);
   *
   * All drawing methods in Graphics return the Graphics instance, so they can be chained together. For example,
   * the following line of code would generate the instructions to draw a rectangle with a red stroke and blue fill:
   *
   *      myGraphics.beginStroke("red").beginFill("blue").drawRect(20, 20, 100, 50);
   *
   * Each graphics API call generates a command object (see below). The last command to be created can be accessed via
   * {{#crossLink "Graphics/command:property"}}{{/crossLink}}:
   *
   *      var fillCommand = myGraphics.beginFill("red").command;
   *      // ... later, update the fill style/color:
   *      fillCommand.style = "blue";
   *      // or change it to a bitmap fill:
   *      fillCommand.bitmap(myImage);
   *
   * For more direct control of rendering, you can instantiate and append command objects to the graphics queue directly. In this case, you
   * need to manage path creation manually, and ensure that fill/stroke is applied to a defined path:
   *
   *      // start a new path. Graphics.beginCmd is a reusable BeginPath instance:
   *      myGraphics.append(createjs.Graphics.beginCmd);
   *      // we need to define the path before applying the fill:
   *      var circle = new createjs.Graphics.Circle(0,0,30);
   *      myGraphics.append(circle);
   *      // fill the path we just defined:
   *      var fill = new createjs.Graphics.Fill("red");
   *      myGraphics.append(fill);
   *
   * These approaches can be used together, for example to insert a custom command:
   *
   *      myGraphics.beginFill("red");
   *      var customCommand = new CustomSpiralCommand(etc);
   *      myGraphics.append(customCommand);
   *      myGraphics.beginFill("blue");
   *      myGraphics.drawCircle(0, 0, 30);
   *
   * See {{#crossLink "Graphics/append"}}{{/crossLink}} for more info on creating custom commands.
   *
   * <h4>Tiny API</h4>
   * The Graphics class also includes a "tiny API", which is one or two-letter methods that are shortcuts for all of the
   * Graphics methods. These methods are great for creating compact instructions, and is used by the Toolkit for CreateJS
   * to generate readable code. All tiny methods are marked as protected, so you can view them by enabling protected
   * descriptions in the docs.
   *
   * <table>
   *     <tr><td><b>Tiny</b></td><td><b>Method</b></td><td><b>Tiny</b></td><td><b>Method</b></td></tr>
   *     <tr><td>mt</td><td>{{#crossLink "Graphics/moveTo"}}{{/crossLink}} </td>
   *     <td>lt</td> <td>{{#crossLink "Graphics/lineTo"}}{{/crossLink}}</td></tr>
   *     <tr><td>a/at</td><td>{{#crossLink "Graphics/arc"}}{{/crossLink}} / {{#crossLink "Graphics/arcTo"}}{{/crossLink}} </td>
   *     <td>bt</td><td>{{#crossLink "Graphics/bezierCurveTo"}}{{/crossLink}} </td></tr>
   *     <tr><td>qt</td><td>{{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}} (also curveTo)</td>
   *     <td>r</td><td>{{#crossLink "Graphics/rect"}}{{/crossLink}} </td></tr>
   *     <tr><td>cp</td><td>{{#crossLink "Graphics/closePath"}}{{/crossLink}} </td>
   *     <td>c</td><td>{{#crossLink "Graphics/clear"}}{{/crossLink}} </td></tr>
   *     <tr><td>f</td><td>{{#crossLink "Graphics/beginFill"}}{{/crossLink}} </td>
   *     <td>lf</td><td>{{#crossLink "Graphics/beginLinearGradientFill"}}{{/crossLink}} </td></tr>
   *     <tr><td>rf</td><td>{{#crossLink "Graphics/beginRadialGradientFill"}}{{/crossLink}} </td>
   *     <td>bf</td><td>{{#crossLink "Graphics/beginBitmapFill"}}{{/crossLink}} </td></tr>
   *     <tr><td>ef</td><td>{{#crossLink "Graphics/endFill"}}{{/crossLink}} </td>
   *     <td>ss / sd</td><td>{{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} / {{#crossLink "Graphics/setStrokeDash"}}{{/crossLink}} </td></tr>
   *     <tr><td>s</td><td>{{#crossLink "Graphics/beginStroke"}}{{/crossLink}} </td>
   *     <td>ls</td><td>{{#crossLink "Graphics/beginLinearGradientStroke"}}{{/crossLink}} </td></tr>
   *     <tr><td>rs</td><td>{{#crossLink "Graphics/beginRadialGradientStroke"}}{{/crossLink}} </td>
   *     <td>bs</td><td>{{#crossLink "Graphics/beginBitmapStroke"}}{{/crossLink}} </td></tr>
   *     <tr><td>es</td><td>{{#crossLink "Graphics/endStroke"}}{{/crossLink}} </td>
   *     <td>dr</td><td>{{#crossLink "Graphics/drawRect"}}{{/crossLink}} </td></tr>
   *     <tr><td>rr</td><td>{{#crossLink "Graphics/drawRoundRect"}}{{/crossLink}} </td>
   *     <td>rc</td><td>{{#crossLink "Graphics/drawRoundRectComplex"}}{{/crossLink}} </td></tr>
   *     <tr><td>dc</td><td>{{#crossLink "Graphics/drawCircle"}}{{/crossLink}} </td>
   *     <td>de</td><td>{{#crossLink "Graphics/drawEllipse"}}{{/crossLink}} </td></tr>
   *     <tr><td>dp</td><td>{{#crossLink "Graphics/drawPolyStar"}}{{/crossLink}} </td>
   *     <td>p</td><td>{{#crossLink "Graphics/decodePath"}}{{/crossLink}} </td></tr>
   * </table>
   *
   * Here is the above example, using the tiny API instead.
   *
   *      myGraphics.s("red").f("blue").r(20, 20, 100, 50);
   *
   * @class Graphics
   * @constructor
   **/
  function Graphics() {


    // public properties
    /**
     * Holds a reference to the last command that was created or appended. For example, you could retain a reference
     * to a Fill command in order to dynamically update the color later by using:
     *
     * 		var myFill = myGraphics.beginFill("red").command;
     * 		// update color later:
     * 		myFill.style = "yellow";
     *
     * @property command
     * @type Object
     **/
    this.command = null;


    // private properties
    /**
     * @property _stroke
     * @protected
     * @type {Stroke}
     **/
    this._stroke = null;

    /**
     * @property _strokeStyle
     * @protected
     * @type {StrokeStyle}
     **/
    this._strokeStyle = null;

    /**
     * @property _oldStrokeStyle
     * @protected
     * @type {StrokeStyle}
     **/
    this._oldStrokeStyle = null;

    /**
     * @property _strokeDash
     * @protected
     * @type {StrokeDash}
     **/
    this._strokeDash = null;

    /**
     * @property _oldStrokeDash
     * @protected
     * @type {StrokeDash}
     **/
    this._oldStrokeDash = null;

    /**
     * @property _strokeIgnoreScale
     * @protected
     * @type Boolean
     **/
    this._strokeIgnoreScale = false;

    /**
     * @property _fill
     * @protected
     * @type {Fill}
     **/
    this._fill = null;

    /**
     * @property _instructions
     * @protected
     * @type {Array}
     **/
    this._instructions = [];

    /**
     * Indicates the last instruction index that was committed.
     * @property _commitIndex
     * @protected
     * @type {Number}
     **/
    this._commitIndex = 0;

    /**
     * Uncommitted instructions.
     * @property _activeInstructions
     * @protected
     * @type {Array}
     **/
    this._activeInstructions = [];

    /**
     * This indicates that there have been changes to the activeInstruction list since the last updateInstructions call.
     * @property _dirty
     * @protected
     * @type {Boolean}
     * @default false
     **/
    this._dirty = false;

    /**
     * Index to draw from if a store operation has happened.
     * @property _storeIndex
     * @protected
     * @type {Number}
     * @default 0
     **/
    this._storeIndex = 0;

    // setup:
    this.clear();
  }
  var p = Graphics.prototype;
  var G = Graphics; // shortcut

// static public methods:
  /**
   * Returns a CSS compatible color string based on the specified RGB numeric color values in the format
   * "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)". For example,
   *
   *      createjs.Graphics.getRGB(50, 100, 150, 0.5);
   *      // Returns "rgba(50,100,150,0.5)"
   *
   * It also supports passing a single hex color value as the first param, and an optional alpha value as the second
   * param. For example,
   *
   *      createjs.Graphics.getRGB(0xFF00FF, 0.2);
   *      // Returns "rgba(255,0,255,0.2)"
   *
   * @method getRGB
   * @static
   * @param {Number} r The red component for the color, between 0 and 0xFF (255).
   * @param {Number} g The green component for the color, between 0 and 0xFF (255).
   * @param {Number} b The blue component for the color, between 0 and 0xFF (255).
   * @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
   * @return {String} A CSS compatible color string based on the specified RGB numeric color values in the format
   * "rgba(255,255,255,1.0)", or if alpha is null then in the format "rgb(255,255,255)".
   **/
  Graphics.getRGB = function(r, g, b, alpha) {
    if (r != null && b == null) {
      alpha = g;
      b = r&0xFF;
      g = r>>8&0xFF;
      r = r>>16&0xFF;
    }
    if (alpha == null) {
      return "rgb("+r+","+g+","+b+")";
    } else {
      return "rgba("+r+","+g+","+b+","+alpha+")";
    }
  };

  /**
   * Returns a CSS compatible color string based on the specified HSL numeric color values in the format "hsla(360,100,100,1.0)",
   * or if alpha is null then in the format "hsl(360,100,100)".
   *
   *      createjs.Graphics.getHSL(150, 100, 70);
   *      // Returns "hsl(150,100,70)"
   *
   * @method getHSL
   * @static
   * @param {Number} hue The hue component for the color, between 0 and 360.
   * @param {Number} saturation The saturation component for the color, between 0 and 100.
   * @param {Number} lightness The lightness component for the color, between 0 and 100.
   * @param {Number} [alpha] The alpha component for the color where 0 is fully transparent and 1 is fully opaque.
   * @return {String} A CSS compatible color string based on the specified HSL numeric color values in the format
   * "hsla(360,100,100,1.0)", or if alpha is null then in the format "hsl(360,100,100)".
   **/
  Graphics.getHSL = function(hue, saturation, lightness, alpha) {
    if (alpha == null) {
      return "hsl("+(hue%360)+","+saturation+"%,"+lightness+"%)";
    } else {
      return "hsla("+(hue%360)+","+saturation+"%,"+lightness+"%,"+alpha+")";
    }
  };


// static properties:
  /**
   * A reusable instance of {{#crossLink "Graphics/BeginPath"}}{{/crossLink}} to avoid
   * unnecessary instantiation.
   * @property beginCmd
   * @type {Graphics.BeginPath}
   * @static
   **/
  // defined at the bottom of this file.

  /**
   * Map of Base64 characters to values. Used by {{#crossLink "Graphics/decodePath"}}{{/crossLink}}.
   * @property BASE_64
   * @static
   * @final
   * @readonly
   * @type {Object}
   **/
  Graphics.BASE_64 = {"A":0,"B":1,"C":2,"D":3,"E":4,"F":5,"G":6,"H":7,"I":8,"J":9,"K":10,"L":11,"M":12,"N":13,"O":14,"P":15,"Q":16,"R":17,"S":18,"T":19,"U":20,"V":21,"W":22,"X":23,"Y":24,"Z":25,"a":26,"b":27,"c":28,"d":29,"e":30,"f":31,"g":32,"h":33,"i":34,"j":35,"k":36,"l":37,"m":38,"n":39,"o":40,"p":41,"q":42,"r":43,"s":44,"t":45,"u":46,"v":47,"w":48,"x":49,"y":50,"z":51,"0":52,"1":53,"2":54,"3":55,"4":56,"5":57,"6":58,"7":59,"8":60,"9":61,"+":62,"/":63};

  /**
   * Maps numeric values for the caps parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to
   * corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to
   * "butt", 1 to "round", and 2 to "square".
   * For example, to set the line caps to "square":
   *
   *      myGraphics.ss(16, 2);
   *
   * @property STROKE_CAPS_MAP
   * @static
   * @final
   * @readonly
   * @type {Array}
   **/
  Graphics.STROKE_CAPS_MAP = ["butt", "round", "square"];

  /**
   * Maps numeric values for the joints parameter of {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} to
   * corresponding string values. This is primarily for use with the tiny API. The mappings are as follows: 0 to
   * "miter", 1 to "round", and 2 to "bevel".
   * For example, to set the line joints to "bevel":
   *
   *      myGraphics.ss(16, 0, 2);
   *
   * @property STROKE_JOINTS_MAP
   * @static
   * @final
   * @readonly
   * @type {Array}
   **/
  Graphics.STROKE_JOINTS_MAP = ["miter", "round", "bevel"];

  /**
   * @property _ctx
   * @static
   * @protected
   * @type {CanvasRenderingContext2D}
   **/
  var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"));
  if (canvas.getContext) {
    Graphics._ctx = canvas.getContext("2d");
    canvas.width = canvas.height = 1;
  }


// getter / setters:
  /**
   * Use the {{#crossLink "Graphics/instructions:property"}}{{/crossLink}} property instead.
   * @method _getInstructions
   * @protected
   * @return {Array} The instructions array, useful for chaining
   **/
  p._getInstructions = function() {
    this._updateInstructions();
    return this._instructions;
  };
  // Graphics.getInstructions is @deprecated. Remove for 1.1+
  p.getInstructions = createjs.deprecate(p._getInstructions, "Graphics.getInstructions");

  /**
   * Returns the graphics instructions array. Each entry is a graphics command object (ex. Graphics.Fill, Graphics.Rect)
   * Modifying the returned array directly is not recommended, and is likely to result in unexpected behaviour.
   *
   * This property is mainly intended for introspection of the instructions (ex. for graphics export).
   * @property instructions
   * @type {Array}
   * @readonly
   **/
  try {
    Object.defineProperties(p, {
      instructions: { get: p._getInstructions }
    });
  } catch (e) {}


// public methods:
  /**
   * Returns true if this Graphics instance has no drawing commands.
   * @method isEmpty
   * @return {Boolean} Returns true if this Graphics instance has no drawing commands.
   **/
  p.isEmpty = function() {
    return !(this._instructions.length || this._activeInstructions.length);
  };

  /**
   * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns true if the draw was handled (useful for overriding functionality).
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Object} data Optional data that is passed to graphics command exec methods. When called from a Shape instance, the shape passes itself as the data parameter. This can be used by custom graphic commands to insert contextual data.
   **/
  p.draw = function(ctx, data) {
    this._updateInstructions();
    var instr = this._instructions;
    for (var i=this._storeIndex, l=instr.length; i<l; i++) {
      instr[i].exec(ctx, data);
    }
  };

  /**
   * Draws only the path described for this Graphics instance, skipping any non-path instructions, including fill and
   * stroke descriptions. Used for <code>DisplayObject.mask</code> to draw the clipping path, for example.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method drawAsPath
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   **/
  p.drawAsPath = function(ctx) {
    this._updateInstructions();
    var instr, instrs = this._instructions;
    for (var i=this._storeIndex, l=instrs.length; i<l; i++) {
      // the first command is always a beginPath command.
      if ((instr = instrs[i]).path !== false) { instr.exec(ctx); }
    }
  };


// public methods that map directly to context 2D calls:
  /**
   * Moves the drawing point to the specified position. A tiny API method "mt" also exists.
   * @method moveTo
   * @param {Number} x The x coordinate the drawing point should move to.
   * @param {Number} y The y coordinate the drawing point should move to.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls).
   * @chainable
   **/
  p.moveTo = function(x, y) {
    return this.append(new G.MoveTo(x,y), true);
  };

  /**
   * Draws a line from the current drawing point to the specified position, which become the new current drawing
   * point. Note that you *must* call {{#crossLink "Graphics/moveTo"}}{{/crossLink}} before the first `lineTo()`.
   * A tiny API method "lt" also exists.
   *
   * For detailed information, read the
   * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#complex-shapes-(paths)">
   * whatwg spec</a>.
   * @method lineTo
   * @param {Number} x The x coordinate the drawing point should draw to.
   * @param {Number} y The y coordinate the drawing point should draw to.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.lineTo = function(x, y) {
    return this.append(new G.LineTo(x,y));
  };

  /**
   * Draws an arc with the specified control points and radius.  For detailed information, read the
   * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-arcto">
   * whatwg spec</a>. A tiny API method "at" also exists.
   * @method arcTo
   * @param {Number} x1
   * @param {Number} y1
   * @param {Number} x2
   * @param {Number} y2
   * @param {Number} radius
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.arcTo = function(x1, y1, x2, y2, radius) {
    return this.append(new G.ArcTo(x1, y1, x2, y2, radius));
  };

  /**
   * Draws an arc defined by the radius, startAngle and endAngle arguments, centered at the position (x, y). For
   * example, to draw a full circle with a radius of 20 centered at (100, 100):
   *
   *      arc(100, 100, 20, 0, Math.PI*2);
   *
   * For detailed information, read the
   * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-arc">whatwg spec</a>.
   * A tiny API method "a" also exists.
   * @method arc
   * @param {Number} x
   * @param {Number} y
   * @param {Number} radius
   * @param {Number} startAngle Measured in radians.
   * @param {Number} endAngle Measured in radians.
   * @param {Boolean} anticlockwise
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.arc = function(x, y, radius, startAngle, endAngle, anticlockwise) {
    return this.append(new G.Arc(x, y, radius, startAngle, endAngle, anticlockwise));
  };

  /**
   * Draws a quadratic curve from the current drawing point to (x, y) using the control point (cpx, cpy). For detailed
   * information, read the <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-quadraticcurveto">
   * whatwg spec</a>. A tiny API method "qt" also exists.
   * @method quadraticCurveTo
   * @param {Number} cpx
   * @param {Number} cpy
   * @param {Number} x
   * @param {Number} y
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.quadraticCurveTo = function(cpx, cpy, x, y) {
    return this.append(new G.QuadraticCurveTo(cpx, cpy, x, y));
  };

  /**
   * Draws a bezier curve from the current drawing point to (x, y) using the control points (cp1x, cp1y) and (cp2x,
   * cp2y). For detailed information, read the
   * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-beziercurveto">
   * whatwg spec</a>. A tiny API method "bt" also exists.
   * @method bezierCurveTo
   * @param {Number} cp1x
   * @param {Number} cp1y
   * @param {Number} cp2x
   * @param {Number} cp2y
   * @param {Number} x
   * @param {Number} y
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.bezierCurveTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
    return this.append(new G.BezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y));
  };

  /**
   * Draws a rectangle at (x, y) with the specified width and height using the current fill and/or stroke.
   * For detailed information, read the
   * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-rect">
   * whatwg spec</a>. A tiny API method "r" also exists.
   * @method rect
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w Width of the rectangle
   * @param {Number} h Height of the rectangle
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.rect = function(x, y, w, h) {
    return this.append(new G.Rect(x, y, w, h));
  };

  /**
   * Closes the current path, effectively drawing a line from the current drawing point to the first drawing point specified
   * since the fill or stroke was last set. A tiny API method "cp" also exists.
   * @method closePath
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.closePath = function() {
    return this._activeInstructions.length ? this.append(new G.ClosePath()) : this;
  };


// public methods that roughly map to Adobe Flash/Animate graphics APIs:
  /**
   * Clears all drawing instructions, effectively resetting this Graphics instance. Any line and fill styles will need
   * to be redefined to draw shapes following a clear call. A tiny API method "c" also exists.
   * @method clear
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.clear = function() {
    this._instructions.length = this._activeInstructions.length = this._commitIndex = 0;
    this._strokeStyle = this._oldStrokeStyle = this._stroke = this._fill = this._strokeDash = this._oldStrokeDash = null;
    this._dirty = this._strokeIgnoreScale = false;
    return this;
  };

  /**
   * Begins a fill with the specified color. This ends the current sub-path. A tiny API method "f" also exists.
   * @method beginFill
   * @param {String} color A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to
   * null will result in no fill.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginFill = function(color) {
    return this._setFill(color ? new G.Fill(color) : null);
  };

  /**
   * Begins a linear gradient fill defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
   * example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a
   * square to display it:
   *
   *      myGraphics.beginLinearGradientFill(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120);
   *
   * A tiny API method "lf" also exists.
   * @method beginLinearGradientFill
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient
   * drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw
   * the first color to 10% then interpolating to the second color at 90%.
   * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
   * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginLinearGradientFill = function(colors, ratios, x0, y0, x1, y1) {
    return this._setFill(new G.Fill().linearGradient(colors, ratios, x0, y0, x1, y1));
  };

  /**
   * Begins a radial gradient fill. This ends the current sub-path. For example, the following code defines a red to
   * blue radial gradient centered at (100, 100), with a radius of 50, and draws a circle to display it:
   *
   *      myGraphics.beginRadialGradientFill(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50).drawCircle(100, 100, 50);
   *
   * A tiny API method "rf" also exists.
   * @method beginRadialGradientFill
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
   * a gradient drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
   * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
   * @param {Number} x0 Center position of the inner circle that defines the gradient.
   * @param {Number} y0 Center position of the inner circle that defines the gradient.
   * @param {Number} r0 Radius of the inner circle that defines the gradient.
   * @param {Number} x1 Center position of the outer circle that defines the gradient.
   * @param {Number} y1 Center position of the outer circle that defines the gradient.
   * @param {Number} r1 Radius of the outer circle that defines the gradient.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginRadialGradientFill = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
    return this._setFill(new G.Fill().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1));
  };

  /**
   * Begins a pattern fill using the specified image. This ends the current sub-path. A tiny API method "bf" also
   * exists.
   * @method beginBitmapFill
   * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
   * as the pattern. Must be loaded prior to creating a bitmap fill, or the fill will be empty.
   * @param {String} repetition Optional. Indicates whether to repeat the image in the fill area. One of "repeat",
   * "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". Note that Firefox does not support "repeat-x" or
   * "repeat-y" (latest tests were in FF 20.0), and will default to "repeat".
   * @param {Matrix2D} matrix Optional. Specifies a transformation matrix for the bitmap fill. This transformation
   * will be applied relative to the parent transform.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginBitmapFill = function(image, repetition, matrix) {
    return this._setFill(new G.Fill(null,matrix).bitmap(image, repetition));
  };

  /**
   * Ends the current sub-path, and begins a new one with no fill. Functionally identical to <code>beginFill(null)</code>.
   * A tiny API method "ef" also exists.
   * @method endFill
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.endFill = function() {
    return this.beginFill();
  };

  /**
   * Sets the stroke style. Like all drawing methods, this can be chained, so you can define
   * the stroke style and color in a single line of code like so:
   *
   * 	myGraphics.setStrokeStyle(8,"round").beginStroke("#F00");
   *
   * A tiny API method "ss" also exists.
   * @method setStrokeStyle
   * @param {Number} thickness The width of the stroke.
   * @param {String | Number} [caps=0] Indicates the type of caps to use at the end of lines. One of butt,
   * round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with
   * the tiny API.
   * @param {String | Number} [joints=0] Specifies the type of joints that should be used where two lines meet.
   * One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel)
   * for use with the tiny API.
   * @param {Number} [miterLimit=10] If joints is set to "miter", then you can specify a miter limit ratio which
   * controls at what point a mitered joint will be clipped.
   * @param {Boolean} [ignoreScale=false] If true, the stroke will be drawn at the specified thickness regardless
   * of active transformations.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.setStrokeStyle = function(thickness, caps, joints, miterLimit, ignoreScale) {
    this._updateInstructions(true);
    this._strokeStyle = this.command = new G.StrokeStyle(thickness, caps, joints, miterLimit, ignoreScale);

    // ignoreScale lives on Stroke, not StrokeStyle, so we do a little trickery:
    if (this._stroke) { this._stroke.ignoreScale = ignoreScale; }
    this._strokeIgnoreScale = ignoreScale;
    return this;
  };

  /**
   * Sets or clears the stroke dash pattern.
   *
   * 	myGraphics.setStrokeDash([20, 10], 0);
   *
   * A tiny API method `sd` also exists.
   * @method setStrokeDash
   * @param {Array} [segments] An array specifying the dash pattern, alternating between line and gap.
   * For example, `[20,10]` would create a pattern of 20 pixel lines with 10 pixel gaps between them.
   * Passing null or an empty array will clear the existing stroke dash.
   * @param {Number} [offset=0] The offset of the dash pattern. For example, you could increment this value to create a "marching ants" effect.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.setStrokeDash = function(segments, offset) {
    this._updateInstructions(true);
    this._strokeDash = this.command = new G.StrokeDash(segments, offset);
    return this;
  };

  /**
   * Begins a stroke with the specified color. This ends the current sub-path. A tiny API method "s" also exists.
   * @method beginStroke
   * @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to
   * null will result in no stroke.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginStroke = function(color) {
    return this._setStroke(color ? new G.Stroke(color) : null);
  };

  /**
   * Begins a linear gradient stroke defined by the line (x0, y0) to (x1, y1). This ends the current sub-path. For
   * example, the following code defines a black to white vertical gradient ranging from 20px to 120px, and draws a
   * square to display it:
   *
   *      myGraphics.setStrokeStyle(10).
   *          beginLinearGradientStroke(["#000","#FFF"], [0, 1], 0, 20, 0, 120).drawRect(20, 20, 120, 120);
   *
   * A tiny API method "ls" also exists.
   * @method beginLinearGradientStroke
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
   * a gradient drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
   * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
   * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
   * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginLinearGradientStroke = function(colors, ratios, x0, y0, x1, y1) {
    return this._setStroke(new G.Stroke().linearGradient(colors, ratios, x0, y0, x1, y1));
  };

  /**
   * Begins a radial gradient stroke. This ends the current sub-path. For example, the following code defines a red to
   * blue radial gradient centered at (100, 100), with a radius of 50, and draws a rectangle to display it:
   *
   *      myGraphics.setStrokeStyle(10)
   *          .beginRadialGradientStroke(["#F00","#00F"], [0, 1], 100, 100, 0, 100, 100, 50)
   *          .drawRect(50, 90, 150, 110);
   *
   * A tiny API method "rs" also exists.
   * @method beginRadialGradientStroke
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
   * a gradient drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
   * 0.9] would draw the first color to 10% then interpolating to the second color at 90%, then draw the second color
   * to 100%.
   * @param {Number} x0 Center position of the inner circle that defines the gradient.
   * @param {Number} y0 Center position of the inner circle that defines the gradient.
   * @param {Number} r0 Radius of the inner circle that defines the gradient.
   * @param {Number} x1 Center position of the outer circle that defines the gradient.
   * @param {Number} y1 Center position of the outer circle that defines the gradient.
   * @param {Number} r1 Radius of the outer circle that defines the gradient.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginRadialGradientStroke = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
    return this._setStroke(new G.Stroke().radialGradient(colors, ratios, x0, y0, r0, x1, y1, r1));
  };

  /**
   * Begins a pattern fill using the specified image. This ends the current sub-path. Note that unlike bitmap fills,
   * strokes do not currently support a matrix parameter due to limitations in the canvas API. A tiny API method "bs"
   * also exists.
   * @method beginBitmapStroke
   * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
   * as the pattern. Must be loaded prior to creating a bitmap fill, or the fill will be empty.
   * @param {String} [repetition=repeat] Optional. Indicates whether to repeat the image in the fill area. One of
   * "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat".
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.beginBitmapStroke = function(image, repetition) {
    // NOTE: matrix is not supported for stroke because transforms on strokes also affect the drawn stroke width.
    return this._setStroke(new G.Stroke().bitmap(image, repetition));
  };

  /**
   * Ends the current sub-path, and begins a new one with no stroke. Functionally identical to <code>beginStroke(null)</code>.
   * A tiny API method "es" also exists.
   * @method endStroke
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.endStroke = function() {
    return this.beginStroke();
  };

  /**
   * Maps the familiar ActionScript <code>curveTo()</code> method to the functionally similar {{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}}
   * method.
   * @method curveTo
   * @param {Number} cpx
   * @param {Number} cpy
   * @param {Number} x
   * @param {Number} y
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.curveTo = p.quadraticCurveTo;

  /**
   *
   * Maps the familiar ActionScript <code>drawRect()</code> method to the functionally similar {{#crossLink "Graphics/rect"}}{{/crossLink}}
   * method.
   * @method drawRect
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w Width of the rectangle
   * @param {Number} h Height of the rectangle
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.drawRect = p.rect;

  /**
   * Draws a rounded rectangle with all corners with the specified radius.
   * @method drawRoundRect
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w
   * @param {Number} h
   * @param {Number} radius Corner radius.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.drawRoundRect = function(x, y, w, h, radius) {
    return this.drawRoundRectComplex(x, y, w, h, radius, radius, radius, radius);
  };

  /**
   * Draws a rounded rectangle with different corner radii. Supports positive and negative corner radii. A tiny API
   * method "rc" also exists.
   * @method drawRoundRectComplex
   * @param {Number} x The horizontal coordinate to draw the round rect.
   * @param {Number} y The vertical coordinate to draw the round rect.
   * @param {Number} w The width of the round rect.
   * @param {Number} h The height of the round rect.
   * @param {Number} radiusTL Top left corner radius.
   * @param {Number} radiusTR Top right corner radius.
   * @param {Number} radiusBR Bottom right corner radius.
   * @param {Number} radiusBL Bottom left corner radius.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.drawRoundRectComplex = function(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL) {
    return this.append(new G.RoundRect(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL));
  };

  /**
   * Draws a circle with the specified radius at (x, y).
   *
   *      var g = new createjs.Graphics();
   *	    g.setStrokeStyle(1);
   *	    g.beginStroke(createjs.Graphics.getRGB(0,0,0));
   *	    g.beginFill(createjs.Graphics.getRGB(255,0,0));
   *	    g.drawCircle(0,0,3);
   *
   *	    var s = new createjs.Shape(g);
   *		s.x = 100;
   *		s.y = 100;
   *
   *	    stage.addChild(s);
   *	    stage.update();
   *
   * A tiny API method "dc" also exists.
   * @method drawCircle
   * @param {Number} x x coordinate center point of circle.
   * @param {Number} y y coordinate center point of circle.
   * @param {Number} radius Radius of circle.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.drawCircle = function(x, y, radius) {
    return this.append(new G.Circle(x, y, radius));
  };

  /**
   * Draws an ellipse (oval) with a specified width (w) and height (h). Similar to {{#crossLink "Graphics/drawCircle"}}{{/crossLink}},
   * except the width and height can be different. A tiny API method "de" also exists.
   * @method drawEllipse
   * @param {Number} x The left coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
   * which draws from center.
   * @param {Number} y The top coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
   * which draws from the center.
   * @param {Number} w The height (horizontal diameter) of the ellipse. The horizontal radius will be half of this
   * number.
   * @param {Number} h The width (vertical diameter) of the ellipse. The vertical radius will be half of this number.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.drawEllipse = function(x, y, w, h) {
    return this.append(new G.Ellipse(x, y, w, h));
  };

  /**
   * Draws a star if pointSize is greater than 0, or a regular polygon if pointSize is 0 with the specified number of
   * points. For example, the following code will draw a familiar 5 pointed star shape centered at 100, 100 and with a
   * radius of 50:
   *
   *      myGraphics.beginFill("#FF0").drawPolyStar(100, 100, 50, 5, 0.6, -90);
   *      // Note: -90 makes the first point vertical
   *
   * A tiny API method "dp" also exists.
   *
   * @method drawPolyStar
   * @param {Number} x Position of the center of the shape.
   * @param {Number} y Position of the center of the shape.
   * @param {Number} radius The outer radius of the shape.
   * @param {Number} sides The number of points on the star or sides on the polygon.
   * @param {Number} pointSize The depth or "pointy-ness" of the star points. A pointSize of 0 will draw a regular
   * polygon (no points), a pointSize of 1 will draw nothing because the points are infinitely pointy.
   * @param {Number} angle The angle of the first point / corner. For example a value of 0 will draw the first point
   * directly to the right of the center.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.drawPolyStar = function(x, y, radius, sides, pointSize, angle) {
    return this.append(new G.PolyStar(x, y, radius, sides, pointSize, angle));
  };

  /**
   * Appends a graphics command object to the graphics queue. Command objects expose an "exec" method
   * that accepts two parameters: the Context2D to operate on, and an arbitrary data object passed into
   * {{#crossLink "Graphics/draw"}}{{/crossLink}}. The latter will usually be the Shape instance that called draw.
   *
   * This method is used internally by Graphics methods, such as drawCircle, but can also be used directly to insert
   * built-in or custom graphics commands. For example:
   *
   * 		// attach data to our shape, so we can access it during the draw:
   * 		myShape.color = "red";
   *
   * 		// append a Circle command object:
   * 		myShape.graphics.append(new createjs.Graphics.Circle(50, 50, 30));
   *
   * 		// append a custom command object with an exec method that sets the fill style
   * 		// based on the shape's data, and then fills the circle.
   * 		myShape.graphics.append({exec:function(ctx, shape) {
	 * 			ctx.fillStyle = shape.color;
	 * 			ctx.fill();
	 * 		}});
   *
   * @method append
   * @param {Object} command A graphics command object exposing an "exec" method.
   * @param {boolean} clean The clean param is primarily for internal use. A value of true indicates that a command does not generate a path that should be stroked or filled.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.append = function(command, clean) {
    this._activeInstructions.push(command);
    this.command = command;
    if (!clean) { this._dirty = true; }
    return this;
  };

  /**
   * Decodes a compact encoded path string into a series of draw instructions.
   * This format is not intended to be human readable, and is meant for use by authoring tools.
   * The format uses a base64 character set, with each character representing 6 bits, to define a series of draw
   * commands.
   *
   * Each command is comprised of a single "header" character followed by a variable number of alternating x and y
   * position values. Reading the header bits from left to right (most to least significant): bits 1 to 3 specify the
   * type of operation (0-moveTo, 1-lineTo, 2-quadraticCurveTo, 3-bezierCurveTo, 4-closePath, 5-7 unused). Bit 4
   * indicates whether position values use 12 bits (2 characters) or 18 bits (3 characters), with a one indicating the
   * latter. Bits 5 and 6 are currently unused.
   *
   * Following the header is a series of 0 (closePath), 2 (moveTo, lineTo), 4 (quadraticCurveTo), or 6 (bezierCurveTo)
   * parameters. These parameters are alternating x/y positions represented by 2 or 3 characters (as indicated by the
   * 4th bit in the command char). These characters consist of a 1 bit sign (1 is negative, 0 is positive), followed
   * by an 11 (2 char) or 17 (3 char) bit integer value. All position values are in tenths of a pixel. Except in the
   * case of move operations which are absolute, this value is a delta from the previous x or y position (as
   * appropriate).
   *
   * For example, the string "A3cAAMAu4AAA" represents a line starting at -150,0 and ending at 150,0.
   * <br />A - bits 000000. First 3 bits (000) indicate a moveTo operation. 4th bit (0) indicates 2 chars per
   * parameter.
   * <br />n0 - 110111011100. Absolute x position of -150.0px. First bit indicates a negative value, remaining bits
   * indicate 1500 tenths of a pixel.
   * <br />AA - 000000000000. Absolute y position of 0.
   * <br />I - 001100. First 3 bits (001) indicate a lineTo operation. 4th bit (1) indicates 3 chars per parameter.
   * <br />Au4 - 000000101110111000. An x delta of 300.0px, which is added to the previous x value of -150.0px to
   * provide an absolute position of +150.0px.
   * <br />AAA - 000000000000000000. A y delta value of 0.
   *
   * A tiny API method "p" also exists.
   * @method decodePath
   * @param {String} str The path string to decode.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.decodePath = function(str) {
    var instructions = [this.moveTo, this.lineTo, this.quadraticCurveTo, this.bezierCurveTo, this.closePath];
    var paramCount = [2, 2, 4, 6, 0];
    var i=0, l=str.length;
    var params = [];
    var x=0, y=0;
    var base64 = Graphics.BASE_64;

    while (i<l) {
      var c = str.charAt(i);
      var n = base64[c];
      var fi = n>>3; // highest order bits 1-3 code for operation.
      var f = instructions[fi];
      // check that we have a valid instruction & that the unused bits are empty:
      if (!f || (n&3)) { throw("bad path data (@"+i+"): "+c); }
      var pl = paramCount[fi];
      if (!fi) { x=y=0; } // move operations reset the position.
      params.length = 0;
      i++;
      var charCount = (n>>2&1)+2;  // 4th header bit indicates number size for this operation.
      for (var p=0; p<pl; p++) {
        var num = base64[str.charAt(i)];
        var sign = (num>>5) ? -1 : 1;
        num = ((num&31)<<6)|(base64[str.charAt(i+1)]);
        if (charCount == 3) { num = (num<<6)|(base64[str.charAt(i+2)]); }
        num = sign*num/10;
        if (p%2) { x = (num += x); }
        else { y = (num += y); }
        params[p] = num;
        i += charCount;
      }
      f.apply(this,params);
    }
    return this;
  };

  /**
   * Stores all graphics commands so they won't be executed in future draws. Calling store() a second time adds to
   * the existing store. This also affects `drawAsPath()`.
   *
   * This is useful in cases where you are creating vector graphics in an iterative manner (ex. generative art), so
   * that only new graphics need to be drawn (which can provide huge performance benefits), but you wish to retain all
   * of the vector instructions for later use (ex. scaling, modifying, or exporting).
   *
   * Note that calling store() will force the active path (if any) to be ended in a manner similar to changing
   * the fill or stroke.
   *
   * For example, consider a application where the user draws lines with the mouse. As each line segment (or collection of
   * segments) are added to a Shape, it can be rasterized using {{#crossLink "DisplayObject/updateCache"}}{{/crossLink}},
   * and then stored, so that it can be redrawn at a different scale when the application is resized, or exported to SVG.
   *
   * 	// set up cache:
   * 	myShape.cache(0,0,500,500,scale);
   *
   * 	// when the user drags, draw a new line:
   * 	myShape.graphics.moveTo(oldX,oldY).lineTo(newX,newY);
   * 	// then draw it into the existing cache:
   * 	myShape.updateCache("source-over");
   * 	// store the new line, so it isn't redrawn next time:
   * 	myShape.store();
   *
   * 	// then, when the window resizes, we can re-render at a different scale:
   * 	// first, unstore all our lines:
   * 	myShape.unstore();
   * 	// then cache using the new scale:
   * 	myShape.cache(0,0,500,500,newScale);
   * 	// finally, store the existing commands again:
   * 	myShape.store();
   *
   * @method store
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.store = function() {
    this._updateInstructions(true);
    this._storeIndex = this._instructions.length;
    return this;
  };

  /**
   * Unstores any graphics commands that were previously stored using {{#crossLink "Graphics/store"}}{{/crossLink}}
   * so that they will be executed in subsequent draw calls.
   *
   * @method unstore
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.unstore = function() {
    this._storeIndex = 0;
    return this;
  };

  /**
   * Returns a clone of this Graphics instance. Note that the individual command objects are not cloned.
   * @method clone
   * @return {Graphics} A clone of the current Graphics instance.
   **/
  p.clone = function() {
    var o = new Graphics();
    o.command = this.command;
    o._stroke = this._stroke;
    o._strokeStyle = this._strokeStyle;
    o._strokeDash = this._strokeDash;
    o._strokeIgnoreScale = this._strokeIgnoreScale;
    o._fill = this._fill;
    o._instructions = this._instructions.slice();
    o._commitIndex = this._commitIndex;
    o._activeInstructions = this._activeInstructions.slice();
    o._dirty = this._dirty;
    o._storeIndex = this._storeIndex;
    return o;
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Graphics]";
  };


// tiny API:
  /**
   * Shortcut to moveTo.
   * @method mt
   * @param {Number} x The x coordinate the drawing point should move to.
   * @param {Number} y The y coordinate the drawing point should move to.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls).
   * @chainable
   * @protected
   **/
  p.mt = p.moveTo;

  /**
   * Shortcut to lineTo.
   * @method lt
   * @param {Number} x The x coordinate the drawing point should draw to.
   * @param {Number} y The y coordinate the drawing point should draw to.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.lt = p.lineTo;

  /**
   * Shortcut to arcTo.
   * @method at
   * @param {Number} x1
   * @param {Number} y1
   * @param {Number} x2
   * @param {Number} y2
   * @param {Number} radius
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.at = p.arcTo;

  /**
   * Shortcut to bezierCurveTo.
   * @method bt
   * @param {Number} cp1x
   * @param {Number} cp1y
   * @param {Number} cp2x
   * @param {Number} cp2y
   * @param {Number} x
   * @param {Number} y
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.bt = p.bezierCurveTo;

  /**
   * Shortcut to quadraticCurveTo / curveTo.
   * @method qt
   * @param {Number} cpx
   * @param {Number} cpy
   * @param {Number} x
   * @param {Number} y
   * @protected
   * @chainable
   **/
  p.qt = p.quadraticCurveTo;

  /**
   * Shortcut to arc.
   * @method a
   * @param {Number} x
   * @param {Number} y
   * @param {Number} radius
   * @param {Number} startAngle Measured in radians.
   * @param {Number} endAngle Measured in radians.
   * @param {Boolean} anticlockwise
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @protected
   * @chainable
   **/
  p.a = p.arc;

  /**
   * Shortcut to rect.
   * @method r
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w Width of the rectangle
   * @param {Number} h Height of the rectangle
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.r = p.rect;

  /**
   * Shortcut to closePath.
   * @method cp
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.cp = p.closePath;

  /**
   * Shortcut to clear.
   * @method c
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.c = p.clear;

  /**
   * Shortcut to beginFill.
   * @method f
   * @param {String} color A CSS compatible color value (ex. "red", "#FF0000", or "rgba(255,0,0,0.5)"). Setting to
   * null will result in no fill.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.f = p.beginFill;

  /**
   * Shortcut to beginLinearGradientFill.
   * @method lf
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define a gradient
   * drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1, 0.9] would draw
   * the first color to 10% then interpolating to the second color at 90%.
   * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
   * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.lf = p.beginLinearGradientFill;

  /**
   * Shortcut to beginRadialGradientFill.
   * @method rf
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
   * a gradient drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
   * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
   * @param {Number} x0 Center position of the inner circle that defines the gradient.
   * @param {Number} y0 Center position of the inner circle that defines the gradient.
   * @param {Number} r0 Radius of the inner circle that defines the gradient.
   * @param {Number} x1 Center position of the outer circle that defines the gradient.
   * @param {Number} y1 Center position of the outer circle that defines the gradient.
   * @param {Number} r1 Radius of the outer circle that defines the gradient.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.rf = p.beginRadialGradientFill;

  /**
   * Shortcut to beginBitmapFill.
   * @method bf
   * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
   * as the pattern.
   * @param {String} repetition Optional. Indicates whether to repeat the image in the fill area. One of "repeat",
   * "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat". Note that Firefox does not support "repeat-x" or
   * "repeat-y" (latest tests were in FF 20.0), and will default to "repeat".
   * @param {Matrix2D} matrix Optional. Specifies a transformation matrix for the bitmap fill. This transformation
   * will be applied relative to the parent transform.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.bf = p.beginBitmapFill;

  /**
   * Shortcut to endFill.
   * @method ef
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.ef = p.endFill;

  /**
   * Shortcut to setStrokeStyle.
   * @method ss
   * @param {Number} thickness The width of the stroke.
   * @param {String | Number} [caps=0] Indicates the type of caps to use at the end of lines. One of butt,
   * round, or square. Defaults to "butt". Also accepts the values 0 (butt), 1 (round), and 2 (square) for use with
   * the tiny API.
   * @param {String | Number} [joints=0] Specifies the type of joints that should be used where two lines meet.
   * One of bevel, round, or miter. Defaults to "miter". Also accepts the values 0 (miter), 1 (round), and 2 (bevel)
   * for use with the tiny API.
   * @param {Number} [miterLimit=10] If joints is set to "miter", then you can specify a miter limit ratio which
   * controls at what point a mitered joint will be clipped.
   * @param {Boolean} [ignoreScale=false] If true, the stroke will be drawn at the specified thickness regardless
   * of active transformations.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.ss = p.setStrokeStyle;

  /**
   * Shortcut to setStrokeDash.
   * @method sd
   * @param {Array} [segments] An array specifying the dash pattern, alternating between line and gap.
   * For example, [20,10] would create a pattern of 20 pixel lines with 10 pixel gaps between them.
   * Passing null or an empty array will clear any existing dash.
   * @param {Number} [offset=0] The offset of the dash pattern. For example, you could increment this value to create a "marching ants" effect.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.sd = p.setStrokeDash;

  /**
   * Shortcut to beginStroke.
   * @method s
   * @param {String} color A CSS compatible color value (ex. "#FF0000", "red", or "rgba(255,0,0,0.5)"). Setting to
   * null will result in no stroke.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.s = p.beginStroke;

  /**
   * Shortcut to beginLinearGradientStroke.
   * @method ls
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
   * a gradient drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
   * 0.9] would draw the first color to 10% then interpolating to the second color at 90%.
   * @param {Number} x0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} y0 The position of the first point defining the line that defines the gradient direction and size.
   * @param {Number} x1 The position of the second point defining the line that defines the gradient direction and size.
   * @param {Number} y1 The position of the second point defining the line that defines the gradient direction and size.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.ls = p.beginLinearGradientStroke;

  /**
   * Shortcut to beginRadialGradientStroke.
   * @method rs
   * @param {Array} colors An array of CSS compatible color values. For example, ["#F00","#00F"] would define
   * a gradient drawing from red to blue.
   * @param {Array} ratios An array of gradient positions which correspond to the colors. For example, [0.1,
   * 0.9] would draw the first color to 10% then interpolating to the second color at 90%, then draw the second color
   * to 100%.
   * @param {Number} x0 Center position of the inner circle that defines the gradient.
   * @param {Number} y0 Center position of the inner circle that defines the gradient.
   * @param {Number} r0 Radius of the inner circle that defines the gradient.
   * @param {Number} x1 Center position of the outer circle that defines the gradient.
   * @param {Number} y1 Center position of the outer circle that defines the gradient.
   * @param {Number} r1 Radius of the outer circle that defines the gradient.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.rs = p.beginRadialGradientStroke;

  /**
   * Shortcut to beginBitmapStroke.
   * @method bs
   * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image The Image, Canvas, or Video object to use
   * as the pattern.
   * @param {String} [repetition=repeat] Optional. Indicates whether to repeat the image in the fill area. One of
   * "repeat", "repeat-x", "repeat-y", or "no-repeat". Defaults to "repeat".
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.bs = p.beginBitmapStroke;

  /**
   * Shortcut to endStroke.
   * @method es
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.es = p.endStroke;

  /**
   * Shortcut to drawRect.
   * @method dr
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w Width of the rectangle
   * @param {Number} h Height of the rectangle
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.dr = p.drawRect;

  /**
   * Shortcut to drawRoundRect.
   * @method rr
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w
   * @param {Number} h
   * @param {Number} radius Corner radius.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.rr = p.drawRoundRect;

  /**
   * Shortcut to drawRoundRectComplex.
   * @method rc
   * @param {Number} x The horizontal coordinate to draw the round rect.
   * @param {Number} y The vertical coordinate to draw the round rect.
   * @param {Number} w The width of the round rect.
   * @param {Number} h The height of the round rect.
   * @param {Number} radiusTL Top left corner radius.
   * @param {Number} radiusTR Top right corner radius.
   * @param {Number} radiusBR Bottom right corner radius.
   * @param {Number} radiusBL Bottom left corner radius.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.rc = p.drawRoundRectComplex;

  /**
   * Shortcut to drawCircle.
   * @method dc
   * @param {Number} x x coordinate center point of circle.
   * @param {Number} y y coordinate center point of circle.
   * @param {Number} radius Radius of circle.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.dc = p.drawCircle;

  /**
   * Shortcut to drawEllipse.
   * @method de
   * @param {Number} x The left coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
   * which draws from center.
   * @param {Number} y The top coordinate point of the ellipse. Note that this is different from {{#crossLink "Graphics/drawCircle"}}{{/crossLink}}
   * which draws from the center.
   * @param {Number} w The height (horizontal diameter) of the ellipse. The horizontal radius will be half of this
   * number.
   * @param {Number} h The width (vertical diameter) of the ellipse. The vertical radius will be half of this number.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.de = p.drawEllipse;

  /**
   * Shortcut to drawPolyStar.
   * @method dp
   * @param {Number} x Position of the center of the shape.
   * @param {Number} y Position of the center of the shape.
   * @param {Number} radius The outer radius of the shape.
   * @param {Number} sides The number of points on the star or sides on the polygon.
   * @param {Number} pointSize The depth or "pointy-ness" of the star points. A pointSize of 0 will draw a regular
   * polygon (no points), a pointSize of 1 will draw nothing because the points are infinitely pointy.
   * @param {Number} angle The angle of the first point / corner. For example a value of 0 will draw the first point
   * directly to the right of the center.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.dp = p.drawPolyStar;

  /**
   * Shortcut to decodePath.
   * @method p
   * @param {String} str The path string to decode.
   * @return {Graphics} The Graphics instance the method is called on (useful for chaining calls.)
   * @chainable
   * @protected
   **/
  p.p = p.decodePath;


// private methods:
  /**
   * @method _updateInstructions
   * @param commit
   * @protected
   **/
  p._updateInstructions = function(commit) {
    var instr = this._instructions, active = this._activeInstructions, commitIndex = this._commitIndex;

    if (this._dirty && active.length) {
      instr.length = commitIndex; // remove old, uncommitted commands
      instr.push(Graphics.beginCmd);

      var l = active.length, ll = instr.length;
      instr.length = ll+l;
      for (var i=0; i<l; i++) { instr[i+ll] = active[i]; }

      if (this._fill) { instr.push(this._fill); }
      if (this._stroke) {
        // doesn't need to be re-applied if it hasn't changed.
        if (this._strokeDash !== this._oldStrokeDash) {
          instr.push(this._strokeDash);
        }
        if (this._strokeStyle !== this._oldStrokeStyle) {
          instr.push(this._strokeStyle);
        }
        if (commit) {
          this._oldStrokeStyle = this._strokeStyle;
          this._oldStrokeDash = this._strokeDash;
        }
        instr.push(this._stroke);
      }

      this._dirty = false;
    }

    if (commit) {
      active.length = 0;
      this._commitIndex = instr.length;
    }
  };

  /**
   * @method _setFill
   * @param fill
   * @protected
   **/
  p._setFill = function(fill) {
    this._updateInstructions(true);
    this.command = this._fill = fill;
    return this;
  };

  /**
   * @method _setStroke
   * @param stroke
   * @protected
   **/
  p._setStroke = function(stroke) {
    this._updateInstructions(true);
    if (this.command = this._stroke = stroke) {
      stroke.ignoreScale = this._strokeIgnoreScale;
    }
    return this;
  };

// Command Objects:
  /**
   * @namespace Graphics
   */
  /**
   * Graphics command object. See {{#crossLink "Graphics/lineTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information. See {{#crossLink "Graphics"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class LineTo
   * @constructor
   * @param {Number} x
   * @param {Number} y
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.LineTo = function(x, y) {
    this.x = x; this.y = y;
  }).prototype.exec = function(ctx) { ctx.lineTo(this.x,this.y); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/moveTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class MoveTo
   * @constructor
   * @param {Number} x
   * @param {Number} y
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * @method exec
   * @param {CanvasRenderingContext2D} ctx
   */
  (G.MoveTo = function(x, y) {
    this.x = x; this.y = y;
  }).prototype.exec = function(ctx) { ctx.moveTo(this.x, this.y); };


  /**
   * Graphics command object. See {{#crossLink "Graphics/arcTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class ArcTo
   * @constructor
   * @param {Number} x1
   * @param {Number} y1
   * @param {Number} x2
   * @param {Number} y2
   * @param {Number} radius
   **/
  /**
   * @property x1
   * @type Number
   */
  /**
   * @property y1
   * @type Number
   */
  /**
   * @property x2
   * @type Number
   */
  /**
   * @property y2
   * @type Number
   */
  /**
   * @property radius
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.ArcTo = function(x1, y1, x2, y2, radius) {
    this.x1 = x1; this.y1 = y1;
    this.x2 = x2; this.y2 = y2;
    this.radius = radius;
  }).prototype.exec = function(ctx) { ctx.arcTo(this.x1, this.y1, this.x2, this.y2, this.radius); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/arc"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class Arc
   * @constructor
   * @param {Number} x
   * @param {Number} y
   * @param {Number} radius
   * @param {Number} startAngle
   * @param {Number} endAngle
   * @param {Number} anticlockwise
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * @property radius
   * @type Number
   */
  /**
   * @property startAngle
   * @type Number
   */
  /**
   * @property endAngle
   * @type Number
   */
  /**
   * @property anticlockwise
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.Arc = function(x, y, radius, startAngle, endAngle, anticlockwise) {
    this.x = x; this.y = y;
    this.radius = radius;
    this.startAngle = startAngle; this.endAngle = endAngle;
    this.anticlockwise = !!anticlockwise;
  }).prototype.exec = function(ctx) { ctx.arc(this.x, this.y, this.radius, this.startAngle, this.endAngle, this.anticlockwise); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/quadraticCurveTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class QuadraticCurveTo
   * @constructor
   * @param {Number} cpx
   * @param {Number} cpy
   * @param {Number} x
   * @param {Number} y
   **/
  /**
   * @property cpx
   * @type Number
   */
  /**
   * @property cpy
   * @type Number
   */
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.QuadraticCurveTo = function(cpx, cpy, x, y) {
    this.cpx = cpx; this.cpy = cpy;
    this.x = x; this.y = y;
  }).prototype.exec = function(ctx) { ctx.quadraticCurveTo(this.cpx, this.cpy, this.x, this.y); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/bezierCurveTo"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class BezierCurveTo
   * @constructor
   * @param {Number} cp1x
   * @param {Number} cp1y
   * @param {Number} cp2x
   * @param {Number} cp2y
   * @param {Number} x
   * @param {Number} y
   **/
  /**
   * @property cp1x
   * @type Number
   */
  /**
   * @property cp1y
   * @type Number
   */
  /**
   * @property cp2x
   * @type Number
   */
  /**
   * @property cp2y
   * @type Number
   */
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.BezierCurveTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
    this.cp1x = cp1x; this.cp1y = cp1y;
    this.cp2x = cp2x; this.cp2y = cp2y;
    this.x = x; this.y = y;
  }).prototype.exec = function(ctx) { ctx.bezierCurveTo(this.cp1x, this.cp1y, this.cp2x, this.cp2y, this.x, this.y); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/rect"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class Rect
   * @constructor
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w
   * @param {Number} h
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * @property w
   * @type Number
   */
  /**
   * @property h
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.Rect = function(x, y, w, h) {
    this.x = x; this.y = y;
    this.w = w; this.h = h;
  }).prototype.exec = function(ctx) { ctx.rect(this.x, this.y, this.w, this.h); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/closePath"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class ClosePath
   * @constructor
   **/
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.ClosePath = function() {
  }).prototype.exec = function(ctx) { ctx.closePath(); };

  /**
   * Graphics command object to begin a new path. See {{#crossLink "Graphics"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class BeginPath
   * @constructor
   **/
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.BeginPath = function() {
  }).prototype.exec = function(ctx) { ctx.beginPath(); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/beginFill"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class Fill
   * @constructor
   * @param {Object} style A valid Context2D fillStyle.
   * @param {Matrix2D} matrix
   **/
  /**
   * A valid Context2D fillStyle.
   * @property style
   * @type Object
   */
  /**
   * @property matrix
   * @type Matrix2D
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  p = (G.Fill = function(style, matrix) {
    this.style = style;
    this.matrix = matrix;
  }).prototype;
  p.exec = function(ctx) {
    if (!this.style) { return; }
    ctx.fillStyle = this.style;
    var mtx = this.matrix;
    if (mtx) { ctx.save(); ctx.transform(mtx.a, mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty); }
    ctx.fill();
    if (mtx) { ctx.restore(); }
  };
  /**
   * Creates a linear gradient style and assigns it to {{#crossLink "Fill/style:property"}}{{/crossLink}}.
   * See {{#crossLink "Graphics/beginLinearGradientFill"}}{{/crossLink}} for more information.
   * @method linearGradient
   * @param {Array} colors
   *
   * @param {Array} ratios
   * @param {Number} x0
   * @param {Number} y0
   * @param {Number} x1
   * @param {Number} y1
   * @return {Fill} Returns this Fill object for chaining or assignment.
   */
  p.linearGradient = function(colors, ratios, x0, y0, x1, y1) {
    var o = this.style =  Graphics._ctx.createLinearGradient(x0, y0, x1, y1);
    for (var i=0, l=colors.length; i<l; i++) { o.addColorStop(ratios[i], colors[i]); }
    o.props = {colors:colors, ratios:ratios, x0:x0, y0:y0, x1:x1, y1:y1, type:"linear"};
    return this;
  };
  /**
   * Creates a radial gradient style and assigns it to {{#crossLink "Fill/style:property"}}{{/crossLink}}.
   * See {{#crossLink "Graphics/beginRadialGradientFill"}}{{/crossLink}} for more information.
   * @method radialGradient
   * @param {Array} colors
   * @param {Array} ratios
   * @param {Number} x0
   * @param {Number} y0
   * @param {Number} r0
   * @param {Number} x1
   * @param {Number} y1
   * @param {Number} r1
   * @return {Fill} Returns this Fill object for chaining or assignment.
   */
  p.radialGradient = function(colors, ratios, x0, y0, r0, x1, y1, r1) {
    var o = this.style =  Graphics._ctx.createRadialGradient(x0, y0, r0, x1, y1, r1);
    for (var i=0, l=colors.length; i<l; i++) { o.addColorStop(ratios[i], colors[i]); }
    o.props = {colors:colors, ratios:ratios, x0:x0, y0:y0, r0:r0, x1:x1, y1:y1, r1:r1, type:"radial"};
    return this;
  };
  /**
   * Creates a bitmap fill style and assigns it to the {{#crossLink "Fill/style:property"}}{{/crossLink}}.
   * See {{#crossLink "Graphics/beginBitmapFill"}}{{/crossLink}} for more information.
   * @method bitmap
   * @param {HTMLImageElement | HTMLCanvasElement | HTMLVideoElement} image  Must be loaded prior to creating a bitmap fill, or the fill will be empty.
   * @param {String} [repetition] One of: repeat, repeat-x, repeat-y, or no-repeat.
   * @return {Fill} Returns this Fill object for chaining or assignment.
   */
  p.bitmap = function(image, repetition) {
    if (image.naturalWidth || image.getContext || image.readyState >= 2) {
      var o = this.style = Graphics._ctx.createPattern(image, repetition || "");
      o.props = {image: image, repetition: repetition, type: "bitmap"};
    }
    return this;
  };
  p.path = false;

  /**
   * Graphics command object. See {{#crossLink "Graphics/beginStroke"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class Stroke
   * @constructor
   * @param {Object} style A valid Context2D fillStyle.
   * @param {Boolean} ignoreScale
   **/
  /**
   * A valid Context2D strokeStyle.
   * @property style
   * @type Object
   */
  /**
   * @property ignoreScale
   * @type Boolean
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  p = (G.Stroke = function(style, ignoreScale) {
    this.style = style;
    this.ignoreScale = ignoreScale;
  }).prototype;
  p.exec = function(ctx) {
    if (!this.style) { return; }
    ctx.strokeStyle = this.style;
    if (this.ignoreScale) { ctx.save(); ctx.setTransform(1,0,0,1,0,0); }
    ctx.stroke();
    if (this.ignoreScale) { ctx.restore(); }
  };
  /**
   * Creates a linear gradient style and assigns it to {{#crossLink "Stroke/style:property"}}{{/crossLink}}.
   * See {{#crossLink "Graphics/beginLinearGradientStroke"}}{{/crossLink}} for more information.
   * @method linearGradient
   * @param {Array} colors
   * @param {Array} ratios
   * @param {Number} x0
   * @param {Number} y0
   * @param {Number} x1
   * @param {Number} y1
   * @return {Fill} Returns this Stroke object for chaining or assignment.
   */
  p.linearGradient = G.Fill.prototype.linearGradient;
  /**
   * Creates a radial gradient style and assigns it to {{#crossLink "Stroke/style:property"}}{{/crossLink}}.
   * See {{#crossLink "Graphics/beginRadialGradientStroke"}}{{/crossLink}} for more information.
   * @method radialGradient
   * @param {Array} colors
   * @param {Array} ratios
   * @param {Number} x0
   * @param {Number} y0
   * @param {Number} r0
   * @param {Number} x1
   * @param {Number} y1
   * @param {Number} r1
   * @return {Fill} Returns this Stroke object for chaining or assignment.
   */
  p.radialGradient = G.Fill.prototype.radialGradient;
  /**
   * Creates a bitmap fill style and assigns it to {{#crossLink "Stroke/style:property"}}{{/crossLink}}.
   * See {{#crossLink "Graphics/beginBitmapStroke"}}{{/crossLink}} for more information.
   * @method bitmap
   * @param {HTMLImageElement} image
   * @param {String} [repetition] One of: repeat, repeat-x, repeat-y, or no-repeat.
   * @return {Fill} Returns this Stroke object for chaining or assignment.
   */
  p.bitmap = G.Fill.prototype.bitmap;
  p.path = false;

  /**
   * Graphics command object. See {{#crossLink "Graphics/setStrokeStyle"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class StrokeStyle
   * @constructor
   * @param {Number} width
   * @param {String} [caps=butt]
   * @param {String} [joints=miter]
   * @param {Number} [miterLimit=10]
   * @param {Boolean} [ignoreScale=false]
   **/
  /**
   * @property width
   * @type Number
   */
  /**
   * One of: butt, round, square
   * @property caps
   * @type String
   */
  /**
   * One of: round, bevel, miter
   * @property joints
   * @type String
   */
  /**
   * @property miterLimit
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  p = (G.StrokeStyle = function(width, caps, joints, miterLimit, ignoreScale) {
    this.width = width;
    this.caps = caps;
    this.joints = joints;
    this.miterLimit = miterLimit;
    this.ignoreScale = ignoreScale;
  }).prototype;
  p.exec = function(ctx) {
    ctx.lineWidth = (this.width == null ? "1" : this.width);
    ctx.lineCap = (this.caps == null ? "butt" : (isNaN(this.caps) ? this.caps : Graphics.STROKE_CAPS_MAP[this.caps]));
    ctx.lineJoin = (this.joints == null ? "miter" : (isNaN(this.joints) ? this.joints : Graphics.STROKE_JOINTS_MAP[this.joints]));
    ctx.miterLimit = (this.miterLimit == null ? "10" : this.miterLimit);
    ctx.ignoreScale = (this.ignoreScale == null ? false : this.ignoreScale);
  };
  p.path = false;

  /**
   * Graphics command object. See {{#crossLink "Graphics/setStrokeDash"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class StrokeDash
   * @constructor
   * @param {Array} [segments]
   * @param {Number} [offset=0]
   **/
  /**
   * @property segments
   * @type Array
   */
  /**
   * @property offset
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.StrokeDash = function(segments, offset) {
    this.segments = segments;
    this.offset = offset||0;
  }).prototype.exec = function(ctx) {
    if (ctx.setLineDash) { // feature detection.
      ctx.setLineDash(this.segments|| G.StrokeDash.EMPTY_SEGMENTS); // instead of [] to reduce churn.
      ctx.lineDashOffset = this.offset||0;
    }
  };
  /**
   * The default value for segments (ie. no dash).
   * @property EMPTY_SEGMENTS
   * @static
   * @final
   * @readonly
   * @protected
   * @type {Array}
   **/
  G.StrokeDash.EMPTY_SEGMENTS = [];

  /**
   * Graphics command object. See {{#crossLink "Graphics/drawRoundRectComplex"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class RoundRect
   * @constructor
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w
   * @param {Number} h
   * @param {Number} radiusTL
   * @param {Number} radiusTR
   * @param {Number} radiusBR
   * @param {Number} radiusBL
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * @property w
   * @type Number
   */
  /**
   * @property h
   * @type Number
   */
  /**
   * @property radiusTL
   * @type Number
   */
  /**
   * @property radiusTR
   * @type Number
   */
  /**
   * @property radiusBR
   * @type Number
   */
  /**
   * @property radiusBL
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.RoundRect = function(x, y, w, h, radiusTL, radiusTR, radiusBR, radiusBL) {
    this.x = x; this.y = y;
    this.w = w; this.h = h;
    this.radiusTL = radiusTL; this.radiusTR = radiusTR;
    this.radiusBR = radiusBR; this.radiusBL = radiusBL;
  }).prototype.exec = function(ctx) {
    var max = (w<h?w:h)/2;
    var mTL=0, mTR=0, mBR=0, mBL=0;
    var x = this.x, y = this.y, w = this.w, h = this.h;
    var rTL = this.radiusTL, rTR = this.radiusTR, rBR = this.radiusBR, rBL = this.radiusBL;

    if (rTL < 0) { rTL *= (mTL=-1); }
    if (rTL > max) { rTL = max; }
    if (rTR < 0) { rTR *= (mTR=-1); }
    if (rTR > max) { rTR = max; }
    if (rBR < 0) { rBR *= (mBR=-1); }
    if (rBR > max) { rBR = max; }
    if (rBL < 0) { rBL *= (mBL=-1); }
    if (rBL > max) { rBL = max; }

    ctx.moveTo(x+w-rTR, y);
    ctx.arcTo(x+w+rTR*mTR, y-rTR*mTR, x+w, y+rTR, rTR);
    ctx.lineTo(x+w, y+h-rBR);
    ctx.arcTo(x+w+rBR*mBR, y+h+rBR*mBR, x+w-rBR, y+h, rBR);
    ctx.lineTo(x+rBL, y+h);
    ctx.arcTo(x-rBL*mBL, y+h+rBL*mBL, x, y+h-rBL, rBL);
    ctx.lineTo(x, y+rTL);
    ctx.arcTo(x-rTL*mTL, y-rTL*mTL, x+rTL, y, rTL);
    ctx.closePath();
  };

  /**
   * Graphics command object. See {{#crossLink "Graphics/drawCircle"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class Circle
   * @constructor
   * @param {Number} x
   * @param {Number} y
   * @param {Number} radius
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * @property radius
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.Circle = function(x, y, radius) {
    this.x = x; this.y = y;
    this.radius = radius;
  }).prototype.exec = function(ctx) { ctx.arc(this.x, this.y, this.radius, 0, Math.PI*2); };

  /**
   * Graphics command object. See {{#crossLink "Graphics/drawEllipse"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class Ellipse
   * @constructor
   * @param {Number} x
   * @param {Number} y
   * @param {Number} w
   * @param {Number} h
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * @property w
   * @type Number
   */
  /**
   * @property h
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.Ellipse = function(x, y, w, h) {
    this.x = x; this.y = y;
    this.w = w; this.h = h;
  }).prototype.exec = function(ctx) {
    var x = this.x, y = this.y;
    var w = this.w, h = this.h;

    var k = 0.5522848;
    var ox = (w / 2) * k;
    var oy = (h / 2) * k;
    var xe = x + w;
    var ye = y + h;
    var xm = x + w / 2;
    var ym = y + h / 2;

    ctx.moveTo(x, ym);
    ctx.bezierCurveTo(x, ym-oy, xm-ox, y, xm, y);
    ctx.bezierCurveTo(xm+ox, y, xe, ym-oy, xe, ym);
    ctx.bezierCurveTo(xe, ym+oy, xm+ox, ye, xm, ye);
    ctx.bezierCurveTo(xm-ox, ye, x, ym+oy, x, ym);
  };

  /**
   * Graphics command object. See {{#crossLink "Graphics/drawPolyStar"}}{{/crossLink}} and {{#crossLink "Graphics/append"}}{{/crossLink}} for more information.
   * @class PolyStar
   * @constructor
   * @param {Number} x
   * @param {Number} y
   * @param {Number} radius
   * @param {Number} sides
   * @param {Number} pointSize
   * @param {Number} angle
   **/
  /**
   * @property x
   * @type Number
   */
  /**
   * @property y
   * @type Number
   */
  /**
   * @property radius
   * @type Number
   */
  /**
   * @property sides
   * @type Number
   */
  /**
   * @property pointSize
   * @type Number
   */
  /**
   * @property angle
   * @type Number
   */
  /**
   * Execute the Graphics command in the provided Canvas context.
   * @method exec
   * @param {CanvasRenderingContext2D} ctx The canvas rendering context
   */
  (G.PolyStar = function(x, y, radius, sides, pointSize, angle) {
    this.x = x; this.y = y;
    this.radius = radius;
    this.sides = sides;
    this.pointSize = pointSize;
    this.angle = angle;
  }).prototype.exec = function(ctx) {
    var x = this.x, y = this.y;
    var radius = this.radius;
    var angle = (this.angle||0)/180*Math.PI;
    var sides = this.sides;
    var ps = 1-(this.pointSize||0);
    var a = Math.PI/sides;

    ctx.moveTo(x+Math.cos(angle)*radius, y+Math.sin(angle)*radius);
    for (var i=0; i<sides; i++) {
      angle += a;
      if (ps != 1) {
        ctx.lineTo(x+Math.cos(angle)*radius*ps, y+Math.sin(angle)*radius*ps);
      }
      angle += a;
      ctx.lineTo(x+Math.cos(angle)*radius, y+Math.sin(angle)*radius);
    }
    ctx.closePath();
  };

  // docced above.
  Graphics.beginCmd = new G.BeginPath(); // so we don't have to instantiate multiple instances.


  createjs.Graphics = Graphics;
}());

//##############################################################################
// DisplayObject.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * DisplayObject is an abstract class that should not be constructed directly. Instead construct subclasses such as
   * {{#crossLink "Container"}}{{/crossLink}}, {{#crossLink "Bitmap"}}{{/crossLink}}, and {{#crossLink "Shape"}}{{/crossLink}}.
   * DisplayObject is the base class for all display classes in the EaselJS library. It defines the core properties and
   * methods that are shared between all display objects, such as transformation properties (x, y, scaleX, scaleY, etc),
   * caching, and mouse handlers.
   * @class DisplayObject
   * @extends EventDispatcher
   * @constructor
   **/
  function DisplayObject() {
    this.EventDispatcher_constructor();


    // public properties:
    /**
     * The alpha (transparency) for this display object. 0 is fully transparent, 1 is fully opaque.
     * @property alpha
     * @type {Number}
     * @default 1
     **/
    this.alpha = 1;

    /**
     * If a cache is active, this returns the canvas that holds the image of this display object. See {{#crossLink "DisplayObject/cache:method"}}{{/crossLink}}
     * for more information. Use this to display the result of a cache. This will be a HTMLCanvasElement unless special cache rules have been deliberately enabled for this cache.
     * @property cacheCanvas
     * @type {HTMLCanvasElement | Object}
     * @default null
     * @readonly
     **/
    this.cacheCanvas = null;

    /**
     * If a cache has been made, this returns the class that is managing the cacheCanvas and its properties. See {{#crossLink "BitmapCache"}}{{/crossLink}}
     * for more information. Use this to control, inspect, and change the cache. In special circumstances this may be a modified or subclassed BitmapCache.
     * @property bitmapCache
     * @type {BitmapCache}
     * @default null
     * @readonly
     **/
    this.bitmapCache = null;

    /**
     * Unique ID for this display object. Makes display objects easier for some uses.
     * @property id
     * @type {Number}
     * @default -1
     **/
    this.id = createjs.UID.get();

    /**
     * Indicates whether to include this object when running mouse interactions. Setting this to `false` for children
     * of a {{#crossLink "Container"}}{{/crossLink}} will cause events on the Container to not fire when that child is
     * clicked. Setting this property to `false` does not prevent the {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}
     * method from returning the child.
     *
     * <strong>Note:</strong> In EaselJS 0.7.0, the mouseEnabled property will not work properly with nested Containers. Please
     * check out the latest NEXT version in <a href="https://github.com/CreateJS/EaselJS/tree/master/lib">GitHub</a> for an updated version with this issue resolved. The fix will be
     * provided in the next release of EaselJS.
     * @property mouseEnabled
     * @type {Boolean}
     * @default true
     **/
    this.mouseEnabled = true;

    /**
     * If false, the tick will not run on this display object (or its children). This can provide some performance benefits.
     * In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates
     * on some display objects (ex. Sprite & MovieClip frame advancing, and DOMElement display properties).
     * @property tickEnabled
     * @type Boolean
     * @default true
     **/
    this.tickEnabled = true;

    /**
     * An optional name for this display object. Included in {{#crossLink "DisplayObject/toString"}}{{/crossLink}} . Useful for
     * debugging.
     * @property name
     * @type {String}
     * @default null
     **/
    this.name = null;

    /**
     * A reference to the {{#crossLink "Container"}}{{/crossLink}} or {{#crossLink "Stage"}}{{/crossLink}} object that
     * contains this display object, or null if it has not been added
     * to one.
     * @property parent
     * @final
     * @type {Container}
     * @default null
     * @readonly
     **/
    this.parent = null;

    /**
     * The left offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate
     * around its center, you would set regX and {{#crossLink "DisplayObject/regY:property"}}{{/crossLink}} to 50.
     * Cached object's registration points should be set based on pre-cache conditions, not cached size.
     * @property regX
     * @type {Number}
     * @default 0
     **/
    this.regX = 0;

    /**
     * The y offset for this display object's registration point. For example, to make a 100x100px Bitmap rotate around
     * its center, you would set {{#crossLink "DisplayObject/regX:property"}}{{/crossLink}} and regY to 50.
     * Cached object's registration points should be set based on pre-cache conditions, not cached size.
     * @property regY
     * @type {Number}
     * @default 0
     **/
    this.regY = 0;

    /**
     * The rotation in degrees for this display object.
     * @property rotation
     * @type {Number}
     * @default 0
     **/
    this.rotation = 0;

    /**
     * The factor to stretch this display object horizontally. For example, setting scaleX to 2 will stretch the display
     * object to twice its nominal width. To horizontally flip an object, set the scale to a negative number.
     * @property scaleX
     * @type {Number}
     * @default 1
     **/
    this.scaleX = 1;

    /**
     * The factor to stretch this display object vertically. For example, setting scaleY to 0.5 will stretch the display
     * object to half its nominal height. To vertically flip an object, set the scale to a negative number.
     * @property scaleY
     * @type {Number}
     * @default 1
     **/
    this.scaleY = 1;

    /**
     * The factor to skew this display object horizontally.
     * @property skewX
     * @type {Number}
     * @default 0
     **/
    this.skewX = 0;

    /**
     * The factor to skew this display object vertically.
     * @property skewY
     * @type {Number}
     * @default 0
     **/
    this.skewY = 0;

    /**
     * A shadow object that defines the shadow to render on this display object. Set to `null` to remove a shadow. If
     * null, this property is inherited from the parent container.
     * @property shadow
     * @type {Shadow}
     * @default null
     **/
    this.shadow = null;

    /**
     * Indicates whether this display object should be rendered to the canvas and included when running the Stage
     * {{#crossLink "Stage/getObjectsUnderPoint"}}{{/crossLink}} method.
     * @property visible
     * @type {Boolean}
     * @default true
     **/
    this.visible = true;

    /**
     * The x (horizontal) position of the display object, relative to its parent.
     * @property x
     * @type {Number}
     * @default 0
     **/
    this.x = 0;

    /** The y (vertical) position of the display object, relative to its parent.
     * @property y
     * @type {Number}
     * @default 0
     **/
    this.y = 0;

    /**
     * If set, defines the transformation for this display object, overriding all other transformation properties
     * (x, y, rotation, scale, skew).
     * @property transformMatrix
     * @type {Matrix2D}
     * @default null
     **/
    this.transformMatrix = null;

    /**
     * The composite operation indicates how the pixels of this display object will be composited with the elements
     * behind it. If `null`, this property is inherited from the parent container. For more information, read the
     * <a href="https://html.spec.whatwg.org/multipage/scripting.html#dom-context-2d-globalcompositeoperation">
     * whatwg spec on compositing</a>. For a list of supported compositeOperation value, visit
     * <a href="https://drafts.fxtf.org/compositing/">the W3C draft on Compositing and Blending</a>.
     * @property compositeOperation
     * @type {String}
     * @default null
     **/
    this.compositeOperation = null;

    /**
     * Indicates whether the display object should be drawn to a whole pixel when
     * {{#crossLink "Stage/snapToPixelEnabled"}}{{/crossLink}} is true. To enable/disable snapping on whole
     * categories of display objects, set this value on the prototype (Ex. Text.prototype.snapToPixel = true).
     * @property snapToPixel
     * @type {Boolean}
     * @default true
     **/
    this.snapToPixel = true;

    /**
     * An array of Filter objects to apply to this display object. Filters are only applied / updated when {{#crossLink "cache"}}{{/crossLink}}
     * or {{#crossLink "updateCache"}}{{/crossLink}} is called on the display object, and only apply to the area that is
     * cached.
     * @property filters
     * @type {Array}
     * @default null
     **/
    this.filters = null;

    /**
     * A Shape instance that defines a vector mask (clipping path) for this display object.  The shape's transformation
     * will be applied relative to the display object's parent coordinates (as if it were a child of the parent).
     * @property mask
     * @type {Shape}
     * @default null
     */
    this.mask = null;

    /**
     * A display object that will be tested when checking mouse interactions or testing {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}.
     * The hit area will have its transformation applied relative to this display object's coordinate space (as though
     * the hit test object were a child of this display object and relative to its regX/Y). The hitArea will be tested
     * using only its own `alpha` value regardless of the alpha value on the target display object, or the target's
     * ancestors (parents).
     *
     * If set on a {{#crossLink "Container"}}{{/crossLink}}, children of the Container will not receive mouse events.
     * This is similar to setting {{#crossLink "mouseChildren"}}{{/crossLink}} to false.
     *
     * Note that hitArea is NOT currently used by the `hitTest()` method, nor is it supported for {{#crossLink "Stage"}}{{/crossLink}}.
     * @property hitArea
     * @type {DisplayObject}
     * @default null
     */
    this.hitArea = null;

    /**
     * A CSS cursor (ex. "pointer", "help", "text", etc) that will be displayed when the user hovers over this display
     * object. You must enable mouseover events using the {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}} method to
     * use this property. Setting a non-null cursor on a Container will override the cursor set on its descendants.
     * @property cursor
     * @type {String}
     * @default null
     */
    this.cursor = null;


    // private properties:
    /**
     * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
     * @property _cacheScale
     * @protected
     * @type {Number}
     * @default 1
     * @deprecated
     **/

    /**
     * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
     * @property _cacheDataURLID
     * @protected
     * @type {Number}
     * @default 0
     * @deprecated
     */

    /**
     * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
     * @property _cacheDataURL
     * @protected
     * @type {String}
     * @default null
     * @deprecated
     */

    /**
     * @property _props
     * @protected
     * @type {DisplayObject}
     * @default null
     **/
    this._props = new createjs.DisplayProps();

    /**
     * @property _rectangle
     * @protected
     * @type {Rectangle}
     * @default null
     **/
    this._rectangle = new createjs.Rectangle();

    /**
     * @property _bounds
     * @protected
     * @type {Rectangle}
     * @default null
     **/
    this._bounds = null;

    /**
     * Where StageGL should look for required display properties, matters only for leaf display objects. Containers
     * or cached objects won't use this property, it's for native display of terminal elements.
     * @property _webGLRenderStyle
     * @protected
     * @type {number}
     * @default 0
     */
    this._webGLRenderStyle = DisplayObject._StageGL_NONE;
  }
  var p = createjs.extend(DisplayObject, createjs.EventDispatcher);

// static properties:
  /**
   * Listing of mouse event names. Used in _hasMouseEventListener.
   * @property _MOUSE_EVENTS
   * @protected
   * @static
   * @type {Array}
   **/
  DisplayObject._MOUSE_EVENTS = ["click","dblclick","mousedown","mouseout","mouseover","pressmove","pressup","rollout","rollover"];

  /**
   * Suppresses errors generated when using features like hitTest, mouse events, and {{#crossLink "getObjectsUnderPoint"}}{{/crossLink}}
   * with cross domain content.
   * @property suppressCrossDomainErrors
   * @static
   * @type {Boolean}
   * @default false
   **/
  DisplayObject.suppressCrossDomainErrors = false;

  /**
   * @property _snapToPixelEnabled
   * @protected
   * @static
   * @type {Boolean}
   * @default false
   **/
  DisplayObject._snapToPixelEnabled = false; // stage.snapToPixelEnabled is temporarily copied here during a draw to provide global access.

  /**
   * Enum like property for determining StageGL render lookup, i.e. where to expect properties.
   * @property _StageGL_NONE
   * @protected
   * @static
   * @type {number}
   */
  DisplayObject._StageGL_NONE = 0;

  /**
   * Enum like property for determining StageGL render lookup, i.e. where to expect properties.
   * @property _StageGL_SPRITE
   * @protected
   * @static
   * @type {number}
   */
  DisplayObject._StageGL_SPRITE = 1;

  /**
   * Enum like property for determining StageGL render lookup, i.e. where to expect properties.
   * @property _StageGL_BITMAP
   * @protected
   * @static
   * @type {number}
   */
  DisplayObject._StageGL_BITMAP = 2;

  /**
   * @property _hitTestCanvas
   * @type {HTMLCanvasElement | Object}
   * @static
   * @protected
   **/
  /**
   * @property _hitTestContext
   * @type {CanvasRenderingContext2D}
   * @static
   * @protected
   **/
  var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"); // prevent errors on load in browsers without canvas.
  if (canvas.getContext) {
    DisplayObject._hitTestCanvas = canvas;
    DisplayObject._hitTestContext = canvas.getContext("2d");
    canvas.width = canvas.height = 1;
  }

// events:
  /**
   * Dispatched when the user presses their left mouse button over the display object. See the
   * {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event mousedown
   * @since 0.6.0
   */

  /**
   * Dispatched when the user presses their left mouse button and then releases it while over the display object.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event click
   * @since 0.6.0
   */

  /**
   * Dispatched when the user double clicks their left mouse button over this display object.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event dblclick
   * @since 0.6.0
   */

  /**
   * Dispatched when the user's mouse enters this display object. This event must be enabled using
   * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event mouseover
   * @since 0.6.0
   */

  /**
   * Dispatched when the user's mouse leaves this display object. This event must be enabled using
   * {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}. See also {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event mouseout
   * @since 0.6.0
   */

  /**
   * This event is similar to {{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}}, with the following
   * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an
   * aggregate of their content.
   *
   * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over
   * shapeA and then directly on to shapeB. With a listener for {{#crossLink "mouseover:event"}}{{/crossLink}} on
   * myContainer, two events would be received, each targeting a child element:<OL>
   * <LI>when the mouse enters shapeA (target=shapeA)</LI>
   * <LI>when the mouse enters shapeB (target=shapeB)</LI>
   * </OL>
   * However, with a listener for "rollover" instead, only a single event is received when the mouse first enters
   * the aggregate myContainer content (target=myContainer).
   *
   * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event rollover
   * @since 0.7.0
   */

  /**
   * This event is similar to {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}, with the following
   * differences: it does not bubble, and it considers {{#crossLink "Container"}}{{/crossLink}} instances as an
   * aggregate of their content.
   *
   * For example, myContainer contains two overlapping children: shapeA and shapeB. The user moves their mouse over
   * shapeA, then directly on to shapeB, then off both. With a listener for {{#crossLink "mouseout:event"}}{{/crossLink}}
   * on myContainer, two events would be received, each targeting a child element:<OL>
   * <LI>when the mouse leaves shapeA (target=shapeA)</LI>
   * <LI>when the mouse leaves shapeB (target=shapeB)</LI>
   * </OL>
   * However, with a listener for "rollout" instead, only a single event is received when the mouse leaves
   * the aggregate myContainer content (target=myContainer).
   *
   * This event must be enabled using {{#crossLink "Stage/enableMouseOver"}}{{/crossLink}}.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event rollout
   * @since 0.7.0
   */

  /**
   * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressmove
   * event will be generated on that object whenever the mouse moves until the mouse press is released. This can be
   * useful for dragging and similar operations.
   *
   * **Please note** that if the initial mouse target from a `mousedown` event is removed from the stage after being pressed
   * (e.g. during a `pressmove` event), a `pressmove` event is still generated. However since it is no longer in the
   * display list, the event can not bubble. This means that previous ancestors (parent containers) will not receive
   * the event, and therefore can not re-dispatch it. If you intend to listen for `{{#crossLink "DisplayObject/pressup:event"}}{{/crossLink}}`
   * or `pressmove` on a dynamic object (such as a {{#crossLink "MovieClip"}}{{/crossLink}} or {{#crossLink "Container"}}{{/crossLink}}),
   * then ensure you set {{#crossLink "Container/mouseChildren:property"}}{{/crossLink}} to `false`.
   * @event pressmove
   * @since 0.7.0
   */

  /**
   * After a {{#crossLink "DisplayObject/mousedown:event"}}{{/crossLink}} occurs on a display object, a pressup event
   * will be generated on that object when that mouse press is released. This can be useful for dragging and similar
   * operations.
   *
   * **Please note** that if the initial mouse target from a `mousedown` event is removed from the stage after being pressed
   * (e.g. during a `pressmove` event), a `pressup` event is still generated. However since it is no longer in the
   * display list, the event can not bubble. This means that previous ancestors (parent containers) will not receive
   * the event, and therefore can not re-dispatch it. If you intend to listen for `{{#crossLink "DisplayObject/pressmove:event"}}{{/crossLink}}`
   * or `pressup` on a dynamic object (such as a {{#crossLink "MovieClip"}}{{/crossLink}} or {{#crossLink "Container"}}{{/crossLink}}),
   * then ensure you set {{#crossLink "Container/mouseChildren:property"}}{{/crossLink}} to `false`.
   * @event pressup
   * @since 0.7.0
   */

  /**
   * Dispatched when the display object is added to a parent container.
   * @event added
   */

  /**
   * Dispatched when the display object is removed from its parent container.
   * @event removed
   */

  /**
   * Dispatched on each display object on a stage whenever the stage updates. This occurs immediately before the
   * rendering (draw) pass. When {{#crossLink "Stage/update"}}{{/crossLink}} is called, first all display objects on
   * the stage dispatch the tick event, then all of the display objects are drawn to stage. Children will have their
   * {{#crossLink "tick:event"}}{{/crossLink}} event dispatched in order of their depth prior to the event being
   * dispatched on their parent.
   * @event tick
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @param {Array} params An array containing any arguments that were passed to the Stage.update() method. For
   *      example if you called stage.update("hello"), then the params would be ["hello"].
   * @since 0.6.0
   */


// getter / setters:
  /**
   * Use the {{#crossLink "DisplayObject/stage:property"}}{{/crossLink}} property instead.
   * @method _getStage
   * @protected
   * @return {Stage}
   **/
  p._getStage = function() {
    // uses dynamic access to avoid circular dependencies;
    var o = this, _Stage = createjs["Stage"];
    while (o.parent) { o = o.parent; }
    if (o instanceof _Stage) { return o; }
    return null;
  };
  // DisplayObject.getStage is @deprecated. Remove for 1.1+
  p.getStage = createjs.deprecate(p._getStage, "DisplayObject.getStage");

  /**
   * Returns the Stage instance that this display object will be rendered on, or null if it has not been added to one.
   * @property stage
   * @type {Stage}
   * @readonly
   **/

  /**
   * Returns an ID number that uniquely identifies the current cache for this display object. This can be used to
   * determine if the cache has changed since a previous check.
   * Moved to {{#crossLink "BitmapCache"}}{{/crossLink}}
   * @property cacheID
   * @deprecated
   * @type {Number}
   * @default 0
   */

  /**
   * Set both the {{#crossLink "DisplayObject/scaleX:property"}}{{/crossLink}} and the {{#crossLink "DisplayObject/scaleY"}}{{/crossLink}}
   * property to the same value. Note that when you get the value, if the `scaleX` and `scaleY` are different values,
   * it will return only the `scaleX`.
   * @property scale
   * @type {Number}
   * @default 1
   */
  try {
    Object.defineProperties(p, {
      stage: { get: p._getStage },
      cacheID: {
        get: function(){ return this.bitmapCache && this.bitmapCache.cacheID },
        set: function(a){ this.bitmapCache && (this.bitmapCache.cacheID = a) }
      },
      scale: {
        get: function() { return this.scaleX; },
        set: function(scale) { this.scaleX = this.scaleY = scale; },
      }
    });
  } catch (e) {}


// public methods:
  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0);
  };

  /**
   * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns <code>true</code> if the draw was handled (useful for overriding functionality).
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For example,
   * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
   * @return {Boolean}
   **/
  p.draw = function(ctx, ignoreCache) {
    var cache = this.bitmapCache;
    if(cache && !ignoreCache) {
      return cache.draw(ctx);
    }
    return false;
  };

  /**
   * Applies this display object's transformation, alpha, globalCompositeOperation, clipping path (mask), and shadow
   * to the specified context. This is typically called prior to {{#crossLink "DisplayObject/draw"}}{{/crossLink}}.
   * @method updateContext
   * @param {CanvasRenderingContext2D} ctx The canvas 2D to update.
   **/
  p.updateContext = function(ctx) {
    var o=this, mask=o.mask, mtx= o._props.matrix;

    if (mask && mask.graphics && !mask.graphics.isEmpty()) {
      mask.getMatrix(mtx);
      ctx.transform(mtx.a,  mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty);

      mask.graphics.drawAsPath(ctx);
      ctx.clip();

      mtx.invert();
      ctx.transform(mtx.a,  mtx.b, mtx.c, mtx.d, mtx.tx, mtx.ty);
    }

    this.getMatrix(mtx);
    var tx = mtx.tx, ty = mtx.ty;
    if (DisplayObject._snapToPixelEnabled && o.snapToPixel) {
      tx = tx + (tx < 0 ? -0.5 : 0.5) | 0;
      ty = ty + (ty < 0 ? -0.5 : 0.5) | 0;
    }
    ctx.transform(mtx.a,  mtx.b, mtx.c, mtx.d, tx, ty);
    ctx.globalAlpha *= o.alpha;
    if (o.compositeOperation) { ctx.globalCompositeOperation = o.compositeOperation; }
    if (o.shadow) { this._applyShadow(ctx, o.shadow); }
  };

  /**
   * Draws the display object into a new element, which is then used for subsequent draws. Intended for complex content
   * that does not change frequently (ex. a Container with many children that do not move, or a complex vector Shape),
   * this can provide for much faster rendering because the content does not need to be re-rendered each tick. The
   * cached display object can be moved, rotated, faded, etc freely, however if its content changes, you must manually
   * update the cache by calling <code>updateCache()</code> again. You must specify the cached area via the x, y, w,
   * and h parameters. This defines the rectangle that will be rendered and cached using this display object's coordinates.
   *
   * <h4>Example</h4>
   * For example if you defined a Shape that drew a circle at 0, 0 with a radius of 25:
   *
   *      var shape = new createjs.Shape();
   *      shape.graphics.beginFill("#ff0000").drawCircle(0, 0, 25);
   *      shape.cache(-25, -25, 50, 50);
   *
   * Note that filters need to be defined <em>before</em> the cache is applied or you will have to call updateCache after
   * application. Check out the {{#crossLink "Filter"}}{{/crossLink}} class for more information. Some filters
   * (ex. BlurFilter) may not work as expected in conjunction with the scale param.
   *
   * Usually, the resulting cacheCanvas will have the dimensions width * scale, height * scale, however some filters (ex. BlurFilter)
   * will add padding to the canvas dimensions.
   *
   * In previous versions caching was handled on DisplayObject but has since been moved to {{#crossLink "BitmapCache"}}{{/crossLink}}.
   * This allows for easier interaction and alternate cache methods like WebGL with {{#crossLink "StageGL"}}{{/crossLink}}.
   * For more information on the options object, see the BitmapCache {{#crossLink "BitmapCache/define"}}{{/crossLink}}.
   *
   * @method cache
   * @param {Number} x The x coordinate origin for the cache region.
   * @param {Number} y The y coordinate origin for the cache region.
   * @param {Number} width The width of the cache region.
   * @param {Number} height The height of the cache region.
   * @param {Number} [scale=1] The scale at which the cache will be created. For example, if you cache a vector shape using
   * 	myShape.cache(0,0,100,100,2) then the resulting cacheCanvas will be 200x200 px. This lets you scale and rotate
   * 	cached elements with greater fidelity. Default is 1.
   * @param {Object} [options=undefined] Specify additional parameters for the cache logic
   **/
  p.cache = function(x, y, width, height, scale, options) {
    if(!this.bitmapCache){
      this.bitmapCache = new createjs.BitmapCache();
    }
    this.bitmapCache.define(this, x, y, width, height, scale, options);
  };

  /**
   * Redraws the display object to its cache. Calling updateCache without an active cache will throw an error.
   * If compositeOperation is null the current cache will be cleared prior to drawing. Otherwise the display object
   * will be drawn over the existing cache using the specified compositeOperation.
   *
   * <h4>Example</h4>
   * Clear the current graphics of a cached shape, draw some new instructions, and then update the cache. The new line
   * will be drawn on top of the old one.
   *
   *      // Not shown: Creating the shape, and caching it.
   *      shapeInstance.clear();
   *      shapeInstance.setStrokeStyle(3).beginStroke("#ff0000").moveTo(100, 100).lineTo(200,200);
   *      shapeInstance.updateCache();
   *
   * In previous versions caching was handled on DisplayObject but has since been moved to {{#crossLink "BitmapCache"}}{{/crossLink}}.
   * This allows for easier interaction and alternate cache methods like WebGL and {{#crossLink "StageGL"}}{{/crossLink}}.
   *
   * @method updateCache
   * @param {String} compositeOperation The compositeOperation to use, or null to clear the cache and redraw it.
   * <a href="https://html.spec.whatwg.org/multipage/scripting.html#dom-context-2d-globalcompositeoperation">
   * whatwg spec on compositing</a>.
   **/
  p.updateCache = function(compositeOperation) {
    if(!this.bitmapCache) {
      throw "cache() must be called before updateCache()";
    }
    this.bitmapCache.update(compositeOperation);
  };

  /**
   * Clears the current cache. See {{#crossLink "DisplayObject/cache"}}{{/crossLink}} for more information.
   * @method uncache
   **/
  p.uncache = function() {
    if(this.bitmapCache) {
      this.bitmapCache.release();
      this.bitmapCache = undefined;
    }
  };

  /**
   * Returns a data URL for the cache, or null if this display object is not cached.
   * Only generated if the cache has changed, otherwise returns last result.
   * @method getCacheDataURL
   * @return {String} The image data url for the cache.
   **/
  p.getCacheDataURL = function() {
    return this.bitmapCache?this.bitmapCache.getDataURL():null;
  };

  /**
   * Transforms the specified x and y position from the coordinate space of the display object
   * to the global (stage) coordinate space. For example, this could be used to position an HTML label
   * over a specific point on a nested display object. Returns a Point instance with x and y properties
   * correlating to the transformed coordinates on the stage.
   *
   * <h4>Example</h4>
   *
   *      displayObject.x = 300;
   *      displayObject.y = 200;
   *      stage.addChild(displayObject);
   *      var point = displayObject.localToGlobal(100, 100);
   *      // Results in x=400, y=300
   *
   * @method localToGlobal
   * @param {Number} x The x position in the source display object to transform.
   * @param {Number} y The y position in the source display object to transform.
   * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
   * @return {Point} A Point instance with x and y properties correlating to the transformed coordinates
   * on the stage.
   **/
  p.localToGlobal = function(x, y, pt) {
    return this.getConcatenatedMatrix(this._props.matrix).transformPoint(x,y, pt||new createjs.Point());
  };

  /**
   * Transforms the specified x and y position from the global (stage) coordinate space to the
   * coordinate space of the display object. For example, this could be used to determine
   * the current mouse position within the display object. Returns a Point instance with x and y properties
   * correlating to the transformed position in the display object's coordinate space.
   *
   * <h4>Example</h4>
   *
   *      displayObject.x = 300;
   *      displayObject.y = 200;
   *      stage.addChild(displayObject);
   *      var point = displayObject.globalToLocal(100, 100);
   *      // Results in x=-200, y=-100
   *
   * @method globalToLocal
   * @param {Number} x The x position on the stage to transform.
   * @param {Number} y The y position on the stage to transform.
   * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
   * @return {Point} A Point instance with x and y properties correlating to the transformed position in the
   * display object's coordinate space.
   **/
  p.globalToLocal = function(x, y, pt) {
    return this.getConcatenatedMatrix(this._props.matrix).invert().transformPoint(x,y, pt||new createjs.Point());
  };

  /**
   * Transforms the specified x and y position from the coordinate space of this display object to the coordinate
   * space of the target display object. Returns a Point instance with x and y properties correlating to the
   * transformed position in the target's coordinate space. Effectively the same as using the following code with
   * {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}} and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}.
   *
   *      var pt = this.localToGlobal(x, y);
   *      pt = target.globalToLocal(pt.x, pt.y);
   *
   * @method localToLocal
   * @param {Number} x The x position in the source display object to transform.
   * @param {Number} y The y position on the source display object to transform.
   * @param {DisplayObject} target The target display object to which the coordinates will be transformed.
   * @param {Point | Object} [pt] An object to copy the result into. If omitted a new Point object with x/y properties will be returned.
   * @return {Point} Returns a Point instance with x and y properties correlating to the transformed position
   * in the target's coordinate space.
   **/
  p.localToLocal = function(x, y, target, pt) {
    pt = this.localToGlobal(x, y, pt);
    return target.globalToLocal(pt.x, pt.y, pt);
  };

  /**
   * Shortcut method to quickly set the transform properties on the display object. All parameters are optional.
   * Omitted parameters will have the default value set.
   *
   * <h4>Example</h4>
   *
   *      displayObject.setTransform(100, 100, 2, 2);
   *
   * @method setTransform
   * @param {Number} [x=0] The horizontal translation (x position) in pixels
   * @param {Number} [y=0] The vertical translation (y position) in pixels
   * @param {Number} [scaleX=1] The horizontal scale, as a percentage of 1
   * @param {Number} [scaleY=1] the vertical scale, as a percentage of 1
   * @param {Number} [rotation=0] The rotation, in degrees
   * @param {Number} [skewX=0] The horizontal skew factor
   * @param {Number} [skewY=0] The vertical skew factor
   * @param {Number} [regX=0] The horizontal registration point in pixels
   * @param {Number} [regY=0] The vertical registration point in pixels
   * @return {DisplayObject} Returns this instance. Useful for chaining commands.
   * @chainable
   */
  p.setTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
    this.x = x || 0;
    this.y = y || 0;
    this.scaleX = scaleX == null ? 1 : scaleX;
    this.scaleY = scaleY == null ? 1 : scaleY;
    this.rotation = rotation || 0;
    this.skewX = skewX || 0;
    this.skewY = skewY || 0;
    this.regX = regX || 0;
    this.regY = regY || 0;
    return this;
  };

  /**
   * Returns a matrix based on this object's current transform.
   * @method getMatrix
   * @param {Matrix2D} matrix Optional. A Matrix2D object to populate with the calculated values. If null, a new
   * Matrix object is returned.
   * @return {Matrix2D} A matrix representing this display object's transform.
   **/
  p.getMatrix = function(matrix) {
    var o = this, mtx = matrix&&matrix.identity() || new createjs.Matrix2D();
    return o.transformMatrix ?  mtx.copy(o.transformMatrix) : mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY);
  };

  /**
   * Generates a Matrix2D object representing the combined transform of the display object and all of its
   * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}). This can
   * be used to transform positions between coordinate spaces, such as with {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}}
   * and {{#crossLink "DisplayObject/globalToLocal"}}{{/crossLink}}.
   * @method getConcatenatedMatrix
   * @param {Matrix2D} [matrix] A {{#crossLink "Matrix2D"}}{{/crossLink}} object to populate with the calculated values.
   * If null, a new Matrix2D object is returned.
   * @return {Matrix2D} The combined matrix.
   **/
  p.getConcatenatedMatrix = function(matrix) {
    var o = this, mtx = this.getMatrix(matrix);
    while (o = o.parent) {
      mtx.prependMatrix(o.getMatrix(o._props.matrix));
    }
    return mtx;
  };

  /**
   * Generates a DisplayProps object representing the combined display properties of the  object and all of its
   * parent Containers up to the highest level ancestor (usually the {{#crossLink "Stage"}}{{/crossLink}}).
   * @method getConcatenatedDisplayProps
   * @param {DisplayProps} [props] A {{#crossLink "DisplayProps"}}{{/crossLink}} object to populate with the calculated values.
   * If null, a new DisplayProps object is returned.
   * @return {DisplayProps} The combined display properties.
   **/
  p.getConcatenatedDisplayProps = function(props) {
    props = props ? props.identity() : new createjs.DisplayProps();
    var o = this, mtx = o.getMatrix(props.matrix);
    do {
      props.prepend(o.visible, o.alpha, o.shadow, o.compositeOperation);

      // we do this to avoid problems with the matrix being used for both operations when o._props.matrix is passed in as the props param.
      // this could be simplified (ie. just done as part of the prepend above) if we switched to using a pool.
      if (o != this) { mtx.prependMatrix(o.getMatrix(o._props.matrix)); }
    } while (o = o.parent);
    return props;
  };

  /**
   * Tests whether the display object intersects the specified point in local coordinates (ie. draws a pixel with alpha > 0 at
   * the specified position). This ignores the alpha, shadow, hitArea, mask, and compositeOperation of the display object.
   *
   * <h4>Example</h4>
   *
   *      stage.addEventListener("stagemousedown", handleMouseDown);
   *      function handleMouseDown(event) {
	 *          var hit = myShape.hitTest(event.stageX, event.stageY);
	 *      }
   *
   * Please note that shape-to-shape collision is not currently supported by EaselJS.
   * @method hitTest
   * @param {Number} x The x position to check in the display object's local coordinates.
   * @param {Number} y The y position to check in the display object's local coordinates.
   * @return {Boolean} A Boolean indicating whether a visible portion of the DisplayObject intersect the specified
   * local Point.
   */
  p.hitTest = function(x, y) {
    var ctx = DisplayObject._hitTestContext;
    ctx.setTransform(1, 0, 0, 1, -x, -y);
    this.draw(ctx);

    var hit = this._testHit(ctx);
    ctx.setTransform(1, 0, 0, 1, 0, 0);
    ctx.clearRect(0, 0, 2, 2);
    return hit;
  };

  /**
   * Provides a chainable shortcut method for setting a number of properties on the instance.
   *
   * <h4>Example</h4>
   *
   *      var myGraphics = new createjs.Graphics().beginFill("#ff0000").drawCircle(0, 0, 25);
   *      var shape = stage.addChild(new Shape()).set({graphics:myGraphics, x:100, y:100, alpha:0.5});
   *
   * @method set
   * @param {Object} props A generic object containing properties to copy to the DisplayObject instance.
   * @return {DisplayObject} Returns the instance the method is called on (useful for chaining calls.)
   * @chainable
   */
  p.set = function(props) {
    for (var n in props) { this[n] = props[n]; }
    return this;
  };

  /**
   * Returns a rectangle representing this object's bounds in its local coordinate system (ie. with no transformation).
   * Objects that have been cached will return the bounds of the cache.
   *
   * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use
   * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container
   * bounds.
   *
   * <table>
   * 	<tr><td><b>All</b></td><td>
   * 		All display objects support setting bounds manually using setBounds(). Likewise, display objects that
   * 		have been cached using cache() will return the bounds of their cache. Manual and cache bounds will override
   * 		the automatic calculations listed below.
   * 	</td></tr>
   * 	<tr><td><b>Bitmap</b></td><td>
   * 		Returns the width and height of the sourceRect (if specified) or image, extending from (x=0,y=0).
   * 	</td></tr>
   * 	<tr><td><b>Sprite</b></td><td>
   * 		Returns the bounds of the current frame. May have non-zero x/y if a frame registration point was specified
   * 		in the spritesheet data. See also {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}}
   * 	</td></tr>
   * 	<tr><td><b>Container</b></td><td>
   * 		Returns the aggregate (combined) bounds of all children that return a non-null value from getBounds().
   * 	</td></tr>
   * 	<tr><td><b>Shape</b></td><td>
   * 		Does not currently support automatic bounds calculations. Use setBounds() to manually define bounds.
   * 	</td></tr>
   * 	<tr><td><b>Text</b></td><td>
   * 		Returns approximate bounds. Horizontal values (x/width) are quite accurate, but vertical values (y/height) are
   * 		not, especially when using textBaseline values other than "top".
   * 	</td></tr>
   * 	<tr><td><b>BitmapText</b></td><td>
   * 		Returns approximate bounds. Values will be more accurate if spritesheet frame registration points are close
   * 		to (x=0,y=0).
   * 	</td></tr>
   * </table>
   *
   * Bounds can be expensive to calculate for some objects (ex. text, or containers with many children), and
   * are recalculated each time you call getBounds(). You can prevent recalculation on static objects by setting the
   * bounds explicitly:
   *
   * 	var bounds = obj.getBounds();
   * 	obj.setBounds(bounds.x, bounds.y, bounds.width, bounds.height);
   * 	// getBounds will now use the set values, instead of recalculating
   *
   * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its
   * values if you need to retain it.
   *
   * 	var myBounds = obj.getBounds().clone();
   * 	// OR:
   * 	myRect.copy(obj.getBounds());
   *
   * @method getBounds
   * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this
   * object.
   **/
  p.getBounds = function() {
    if (this._bounds) { return this._rectangle.copy(this._bounds); }
    var cacheCanvas = this.cacheCanvas;
    if (cacheCanvas) {
      var scale = this._cacheScale;
      return this._rectangle.setValues(this._cacheOffsetX, this._cacheOffsetY, cacheCanvas.width/scale, cacheCanvas.height/scale);
    }
    return null;
  };

  /**
   * Returns a rectangle representing this object's bounds in its parent's coordinate system (ie. with transformations applied).
   * Objects that have been cached will return the transformed bounds of the cache.
   *
   * Not all display objects can calculate their own bounds (ex. Shape). For these objects, you can use
   * {{#crossLink "DisplayObject/setBounds"}}{{/crossLink}} so that they are included when calculating Container
   * bounds.
   *
   * To reduce memory impact, the returned Rectangle instance may be reused internally; clone the instance or copy its
   * values if you need to retain it.
   *
   * Container instances calculate aggregate bounds for all children that return bounds via getBounds.
   * @method getTransformedBounds
   * @return {Rectangle} A Rectangle instance representing the bounds, or null if bounds are not available for this object.
   **/
  p.getTransformedBounds = function() {
    return this._getBounds();
  };

  /**
   * Allows you to manually specify the bounds of an object that either cannot calculate their own bounds (ex. Shape &
   * Text) for future reference, or so the object can be included in Container bounds. Manually set bounds will always
   * override calculated bounds.
   *
   * The bounds should be specified in the object's local (untransformed) coordinates. For example, a Shape instance
   * with a 25px radius circle centered at 0,0 would have bounds of (-25, -25, 50, 50).
   * @method setBounds
   * @param {Number} x The x origin of the bounds. Pass null to remove the manual bounds.
   * @param {Number} y The y origin of the bounds.
   * @param {Number} width The width of the bounds.
   * @param {Number} height The height of the bounds.
   **/
  p.setBounds = function(x, y, width, height) {
    if (x == null) { this._bounds = x; return; }
    this._bounds = (this._bounds || new createjs.Rectangle()).setValues(x, y, width, height);
  };

  /**
   * Returns a clone of this DisplayObject. Some properties that are specific to this instance's current context are
   * reverted to their defaults (for example .parent). Caches are not maintained across clones, and some elements
   * are copied by reference (masks, individual filter instances, hit area)
   * @method clone
   * @return {DisplayObject} A clone of the current DisplayObject instance.
   **/
  p.clone = function() {
    return this._cloneProps(new DisplayObject());
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[DisplayObject (name="+  this.name +")]";
  };


// private methods:
  /**
   * Called before the object gets drawn and is a chance to ensure the display state of the object is correct.
   * Mostly used by {{#crossLink "MovieClip"}}{{/crossLink}} and {{#crossLink "BitmapText"}}{{/crossLink}} to
   * correct their internal state and children prior to being drawn.
   *
   * Is manually called via draw in a {{#crossLink "Stage"}}{{/crossLink}} but is automatically called when
   * present in a {{#crossLink "StageGL"}}{{/crossLink}} instance.
   *
   * @method _updateState
   * @default null
   */
  p._updateState = null;

  // separated so it can be used more easily in subclasses:
  /**
   * @method _cloneProps
   * @param {DisplayObject} o The DisplayObject instance which will have properties from the current DisplayObject
   * instance copied into.
   * @return {DisplayObject} o
   * @protected
   **/
  p._cloneProps = function(o) {
    o.alpha = this.alpha;
    o.mouseEnabled = this.mouseEnabled;
    o.tickEnabled = this.tickEnabled;
    o.name = this.name;
    o.regX = this.regX;
    o.regY = this.regY;
    o.rotation = this.rotation;
    o.scaleX = this.scaleX;
    o.scaleY = this.scaleY;
    o.shadow = this.shadow;
    o.skewX = this.skewX;
    o.skewY = this.skewY;
    o.visible = this.visible;
    o.x  = this.x;
    o.y = this.y;
    o.compositeOperation = this.compositeOperation;
    o.snapToPixel = this.snapToPixel;
    o.filters = this.filters==null?null:this.filters.slice(0);
    o.mask = this.mask;
    o.hitArea = this.hitArea;
    o.cursor = this.cursor;
    o._bounds = this._bounds;
    return o;
  };

  /**
   * @method _applyShadow
   * @protected
   * @param {CanvasRenderingContext2D} ctx
   * @param {Shadow} shadow
   **/
  p._applyShadow = function(ctx, shadow) {
    shadow = shadow || Shadow.identity;
    ctx.shadowColor = shadow.color;
    ctx.shadowOffsetX = shadow.offsetX;
    ctx.shadowOffsetY = shadow.offsetY;
    ctx.shadowBlur = shadow.blur;
  };

  /**
   * @method _tick
   * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
   * @protected
   **/
  p._tick = function(evtObj) {
    // because tick can be really performance sensitive, check for listeners before calling dispatchEvent.
    var ls = this._listeners;
    if (ls && ls["tick"]) {
      // reset & reuse the event object to avoid construction / GC costs:
      evtObj.target = null;
      evtObj.propagationStopped = evtObj.immediatePropagationStopped = false;
      this.dispatchEvent(evtObj);
    }
  };

  /**
   * @method _testHit
   * @protected
   * @param {CanvasRenderingContext2D} ctx
   * @return {Boolean}
   **/
  p._testHit = function(ctx) {
    try {
      var hit = ctx.getImageData(0, 0, 1, 1).data[3] > 1;
    } catch (e) {
      if (!DisplayObject.suppressCrossDomainErrors) {
        throw "An error has occurred. This is most likely due to security restrictions on reading canvas pixel data with local or cross-domain images.";
      }
    }
    return hit;
  };

  /**
   * @method _getBounds
   * @param {Matrix2D} matrix
   * @param {Boolean} ignoreTransform If true, does not apply this object's transform.
   * @return {Rectangle}
   * @protected
   **/
  p._getBounds = function(matrix, ignoreTransform){
    return this._transformBounds(this.getBounds(), matrix, ignoreTransform);
  };

  /**
   * @method _transformBounds
   * @param {Rectangle} bounds
   * @param {Matrix2D} matrix
   * @param {Boolean} ignoreTransform
   * @return {Rectangle}
   * @protected
   **/
  p._transformBounds = function(bounds, matrix, ignoreTransform) {
    if (!bounds) { return bounds; }
    var x = bounds.x, y = bounds.y, width = bounds.width, height = bounds.height, mtx = this._props.matrix;
    mtx = ignoreTransform ? mtx.identity() : this.getMatrix(mtx);

    if (x || y) { mtx.appendTransform(0,0,1,1,0,0,0,-x,-y); } // TODO: simplify this.
    if (matrix) { mtx.prependMatrix(matrix); }

    var x_a = width*mtx.a, x_b = width*mtx.b;
    var y_c = height*mtx.c, y_d = height*mtx.d;
    var tx = mtx.tx, ty = mtx.ty;

    var minX = tx, maxX = tx, minY = ty, maxY = ty;

    if ((x = x_a + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }
    if ((x = x_a + y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }
    if ((x = y_c + tx) < minX) { minX = x; } else if (x > maxX) { maxX = x; }

    if ((y = x_b + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }
    if ((y = x_b + y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }
    if ((y = y_d + ty) < minY) { minY = y; } else if (y > maxY) { maxY = y; }

    return bounds.setValues(minX, minY, maxX-minX, maxY-minY);
  };

  /**
   * Indicates whether the display object has any mouse event listeners or a cursor.
   * @method _isMouseOpaque
   * @return {Boolean}
   * @protected
   **/
  p._hasMouseEventListener = function() {
    var evts = DisplayObject._MOUSE_EVENTS;
    for (var i= 0, l=evts.length; i<l; i++) {
      if (this.hasEventListener(evts[i])) { return true; }
    }
    return !!this.cursor;
  };

  createjs.DisplayObject = createjs.promote(DisplayObject, "EventDispatcher");
}());

//##############################################################################
// Container.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * A Container is a nestable display list that allows you to work with compound display elements. For  example you could
   * group arm, leg, torso and head {{#crossLink "Bitmap"}}{{/crossLink}} instances together into a Person Container, and
   * transform them as a group, while still being able to move the individual parts relative to each other. Children of
   * containers have their <code>transform</code> and <code>alpha</code> properties concatenated with their parent
   * Container.
   *
   * For example, a {{#crossLink "Shape"}}{{/crossLink}} with x=100 and alpha=0.5, placed in a Container with <code>x=50</code>
   * and <code>alpha=0.7</code> will be rendered to the canvas at <code>x=150</code> and <code>alpha=0.35</code>.
   * Containers have some overhead, so you generally shouldn't create a Container to hold a single child.
   *
   * <h4>Example</h4>
   *
   *      var container = new createjs.Container();
   *      container.addChild(bitmapInstance, shapeInstance);
   *      container.x = 100;
   *
   * @class Container
   * @extends DisplayObject
   * @constructor
   **/
  function Container() {
    this.DisplayObject_constructor();

    // public properties:
    /**
     * The array of children in the display list. You should usually use the child management methods such as
     * {{#crossLink "Container/addChild"}}{{/crossLink}}, {{#crossLink "Container/removeChild"}}{{/crossLink}},
     * {{#crossLink "Container/swapChildren"}}{{/crossLink}}, etc, rather than accessing this directly, but it is
     * included for advanced uses.
     * @property children
     * @type Array
     * @default null
     **/
    this.children = [];

    /**
     * Indicates whether the children of this container are independently enabled for mouse/pointer interaction.
     * If false, the children will be aggregated under the container - for example, a click on a child shape would
     * trigger a click event on the container.
     * @property mouseChildren
     * @type Boolean
     * @default true
     **/
    this.mouseChildren = true;

    /**
     * If false, the tick will not be propagated to children of this Container. This can provide some performance benefits.
     * In addition to preventing the "tick" event from being dispatched, it will also prevent tick related updates
     * on some display objects (ex. Sprite & MovieClip frame advancing, DOMElement visibility handling).
     * @property tickChildren
     * @type Boolean
     * @default true
     **/
    this.tickChildren = true;
  }
  var p = createjs.extend(Container, createjs.DisplayObject);


// getter / setters:
  /**
   * Use the {{#crossLink "Container/numChildren:property"}}{{/crossLink}} property instead.
   * @method _getNumChildren
   * @protected
   * @return {Number}
   **/
  p._getNumChildren = function() {
    return this.children.length;
  };
  // Container.getNumChildren is @deprecated. Remove for 1.1+
  p.getNumChildren = createjs.deprecate(p._getNumChildren, "Container.getNumChildren");

  /**
   * Returns the number of children in the container.
   * @property numChildren
   * @type {Number}
   * @readonly
   **/
  try {
    Object.defineProperties(p, {
      numChildren: { get: p._getNumChildren }
    });
  } catch (e) {}


// public methods:
  /**
   * Constructor alias for backwards compatibility. This method will be removed in future versions.
   * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
   * @method initialize
   * @deprecated in favour of `createjs.promote()`
   **/
  p.initialize = Container; // TODO: deprecated.

  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    var hasContent = this.cacheCanvas || this.children.length;
    return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
  };

  /**
   * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns true if the draw was handled (useful for overriding functionality).
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache.
   * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
   * into itself).
   **/
  p.draw = function(ctx, ignoreCache) {
    if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }

    // this ensures we don't have issues with display list changes that occur during a draw:
    var list = this.children.slice();
    for (var i=0,l=list.length; i<l; i++) {
      var child = list[i];
      if (!child.isVisible()) { continue; }

      // draw the child:
      ctx.save();
      child.updateContext(ctx);
      child.draw(ctx);
      ctx.restore();
    }
    return true;
  };

  /**
   * Adds a child to the top of the display list.
   *
   * <h4>Example</h4>
   *
   * 		container.addChild(bitmapInstance);
   *
   * You can also add multiple children at once:
   *
   * 		container.addChild(bitmapInstance, shapeInstance, textInstance);
   *
   * @method addChild
   * @param {DisplayObject} child The display object to add.
   * @return {DisplayObject} The child that was added, or the last child if multiple children were added.
   **/
  p.addChild = function(child) {
    if (child == null) { return child; }
    var l = arguments.length;
    if (l > 1) {
      for (var i=0; i<l; i++) { this.addChild(arguments[i]); }
      return arguments[l-1];
    }
    // Note: a lot of duplication with addChildAt, but push is WAY faster than splice.
    var par=child.parent, silent = par === this;
    par&&par._removeChildAt(createjs.indexOf(par.children, child), silent);
    child.parent = this;
    this.children.push(child);
    if (!silent) { child.dispatchEvent("added"); }
    return child;
  };

  /**
   * Adds a child to the display list at the specified index, bumping children at equal or greater indexes up one, and
   * setting its parent to this Container.
   *
   * <h4>Example</h4>
   *
   *      addChildAt(child1, index);
   *
   * You can also add multiple children, such as:
   *
   *      addChildAt(child1, child2, ..., index);
   *
   * The index must be between 0 and numChildren. For example, to add myShape under otherShape in the display list,
   * you could use:
   *
   *      container.addChildAt(myShape, container.getChildIndex(otherShape));
   *
   * This would also bump otherShape's index up by one. Fails silently if the index is out of range.
   *
   * @method addChildAt
   * @param {DisplayObject} child The display object to add.
   * @param {Number} index The index to add the child at.
   * @return {DisplayObject} Returns the last child that was added, or the last child if multiple children were added.
   **/
  p.addChildAt = function(child, index) {
    var l = arguments.length;
    var indx = arguments[l-1]; // can't use the same name as the index param or it replaces arguments[1]
    if (indx < 0 || indx > this.children.length) { return arguments[l-2]; }
    if (l > 2) {
      for (var i=0; i<l-1; i++) { this.addChildAt(arguments[i], indx+i); }
      return arguments[l-2];
    }
    var par=child.parent, silent = par === this;
    par&&par._removeChildAt(createjs.indexOf(par.children, child), silent);
    child.parent = this;
    this.children.splice(index, 0, child);
    if (!silent) { child.dispatchEvent("added"); }
    return child;
  };

  /**
   * Removes the specified child from the display list. Note that it is faster to use removeChildAt() if the index is
   * already known.
   *
   * <h4>Example</h4>
   *
   *      container.removeChild(child);
   *
   * You can also remove multiple children:
   *
   *      removeChild(child1, child2, ...);
   *
   * Returns true if the child (or children) was removed, or false if it was not in the display list.
   * @method removeChild
   * @param {DisplayObject} child The child to remove.
   * @return {Boolean} true if the child (or children) was removed, or false if it was not in the display list.
   **/
  p.removeChild = function(child) {
    var l = arguments.length;
    if (l > 1) {
      var good = true;
      for (var i=0; i<l; i++) { good = good && this.removeChild(arguments[i]); }
      return good;
    }
    return this._removeChildAt(createjs.indexOf(this.children, child));
  };

  /**
   * Removes the child at the specified index from the display list, and sets its parent to null.
   *
   * <h4>Example</h4>
   *
   *      container.removeChildAt(2);
   *
   * You can also remove multiple children:
   *
   *      container.removeChild(2, 7, ...)
   *
   * Returns true if the child (or children) was removed, or false if any index was out of range.
   * @method removeChildAt
   * @param {Number} index The index of the child to remove.
   * @return {Boolean} true if the child (or children) was removed, or false if any index was out of range.
   **/
  p.removeChildAt = function(index) {
    var l = arguments.length;
    if (l > 1) {
      var a = [];
      for (var i=0; i<l; i++) { a[i] = arguments[i]; }
      a.sort(function(a, b) { return b-a; });
      var good = true;
      for (var i=0; i<l; i++) { good = good && this._removeChildAt(a[i]); }
      return good;
    }
    return this._removeChildAt(index);
  };

  /**
   * Removes all children from the display list.
   *
   * <h4>Example</h4>
   *
   * 	container.removeAllChildren();
   *
   * @method removeAllChildren
   **/
  p.removeAllChildren = function() {
    var kids = this.children;
    while (kids.length) { this._removeChildAt(0); }
  };

  /**
   * Returns the child at the specified index.
   *
   * <h4>Example</h4>
   *
   *      container.getChildAt(2);
   *
   * @method getChildAt
   * @param {Number} index The index of the child to return.
   * @return {DisplayObject} The child at the specified index. Returns null if there is no child at the index.
   **/
  p.getChildAt = function(index) {
    return this.children[index];
  };

  /**
   * Returns the child with the specified name.
   * @method getChildByName
   * @param {String} name The name of the child to return.
   * @return {DisplayObject} The child with the specified name.
   **/
  p.getChildByName = function(name) {
    var kids = this.children;
    for (var i=0,l=kids.length;i<l;i++) {
      if(kids[i].name == name) { return kids[i]; }
    }
    return null;
  };

  /**
   * Performs an array sort operation on the child list.
   *
   * <h4>Example: Display children with a higher y in front.</h4>
   *
   *      var sortFunction = function(obj1, obj2, options) {
	 *          if (obj1.y > obj2.y) { return 1; }
	 *          if (obj1.y < obj2.y) { return -1; }
	 *          return 0;
	 *      }
   *      container.sortChildren(sortFunction);
   *
   * @method sortChildren
   * @param {Function} sortFunction the function to use to sort the child list. See JavaScript's <code>Array.sort</code>
   * documentation for details.
   **/
  p.sortChildren = function(sortFunction) {
    this.children.sort(sortFunction);
  };

  /**
   * Returns the index of the specified child in the display list, or -1 if it is not in the display list.
   *
   * <h4>Example</h4>
   *
   *      var index = container.getChildIndex(child);
   *
   * @method getChildIndex
   * @param {DisplayObject} child The child to return the index of.
   * @return {Number} The index of the specified child. -1 if the child is not found.
   **/
  p.getChildIndex = function(child) {
    return createjs.indexOf(this.children, child);
  };

  /**
   * Swaps the children at the specified indexes. Fails silently if either index is out of range.
   * @method swapChildrenAt
   * @param {Number} index1
   * @param {Number} index2
   **/
  p.swapChildrenAt = function(index1, index2) {
    var kids = this.children;
    var o1 = kids[index1];
    var o2 = kids[index2];
    if (!o1 || !o2) { return; }
    kids[index1] = o2;
    kids[index2] = o1;
  };

  /**
   * Swaps the specified children's depth in the display list. Fails silently if either child is not a child of this
   * Container.
   * @method swapChildren
   * @param {DisplayObject} child1
   * @param {DisplayObject} child2
   **/
  p.swapChildren = function(child1, child2) {
    var kids = this.children;
    var index1,index2;
    for (var i=0,l=kids.length;i<l;i++) {
      if (kids[i] == child1) { index1 = i; }
      if (kids[i] == child2) { index2 = i; }
      if (index1 != null && index2 != null) { break; }
    }
    if (i==l) { return; } // TODO: throw error?
    kids[index1] = child2;
    kids[index2] = child1;
  };

  /**
   * Changes the depth of the specified child. Fails silently if the child is not a child of this container, or the index is out of range.
   * @param {DisplayObject} child
   * @param {Number} index
   * @method setChildIndex
   **/
  p.setChildIndex = function(child, index) {
    var kids = this.children, l=kids.length;
    if (child.parent != this || index < 0 || index >= l) { return; }
    for (var i=0;i<l;i++) {
      if (kids[i] == child) { break; }
    }
    if (i==l || i == index) { return; }
    kids.splice(i,1);
    kids.splice(index,0,child);
  };

  /**
   * Returns true if the specified display object either is this container or is a descendent (child, grandchild, etc)
   * of this container.
   * @method contains
   * @param {DisplayObject} child The DisplayObject to be checked.
   * @return {Boolean} true if the specified display object either is this container or is a descendent.
   **/
  p.contains = function(child) {
    while (child) {
      if (child == this) { return true; }
      child = child.parent;
    }
    return false;
  };

  /**
   * Tests whether the display object intersects the specified local point (ie. draws a pixel with alpha > 0 at the
   * specified position). This ignores the alpha, shadow and compositeOperation of the display object, and all
   * transform properties including regX/Y.
   * @method hitTest
   * @param {Number} x The x position to check in the display object's local coordinates.
   * @param {Number} y The y position to check in the display object's local coordinates.
   * @return {Boolean} A Boolean indicating whether there is a visible section of a DisplayObject that overlaps the specified
   * coordinates.
   **/
  p.hitTest = function(x, y) {
    // TODO: optimize to use the fast cache check where possible.
    return (this.getObjectUnderPoint(x, y) != null);
  };

  /**
   * Returns an array of all display objects under the specified coordinates that are in this container's display
   * list. This routine ignores any display objects with {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}}
   * set to `false`. The array will be sorted in order of visual depth, with the top-most display object at index 0.
   * This uses shape based hit detection, and can be an expensive operation to run, so it is best to use it carefully.
   * For example, if testing for objects under the mouse, test on tick (instead of on {{#crossLink "DisplayObject/mousemove:event"}}{{/crossLink}}),
   * and only if the mouse's position has changed.
   *
   * <ul>
   *     <li>By default (mode=0) this method evaluates all display objects.</li>
   *     <li>By setting the `mode` parameter to `1`, the {{#crossLink "DisplayObject/mouseEnabled:property"}}{{/crossLink}}
   * 		and {{#crossLink "mouseChildren:property"}}{{/crossLink}} properties will be respected.</li>
   * 	   <li>Setting the `mode` to `2` additionally excludes display objects that do not have active mouse event
   * 	   	listeners or a {{#crossLink "DisplayObject:cursor:property"}}{{/crossLink}} property. That is, only objects
   * 	   	that would normally intercept mouse interaction will be included. This can significantly improve performance
   * 	   	in some cases by reducing the number of display objects that need to be tested.</li>
   * </li>
   *
   * This method accounts for both {{#crossLink "DisplayObject/hitArea:property"}}{{/crossLink}} and {{#crossLink "DisplayObject/mask:property"}}{{/crossLink}}.
   * @method getObjectsUnderPoint
   * @param {Number} x The x position in the container to test.
   * @param {Number} y The y position in the container to test.
   * @param {Number} [mode=0] The mode to use to determine which display objects to include. 0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects.
   * @return {Array} An Array of DisplayObjects under the specified coordinates.
   **/
  p.getObjectsUnderPoint = function(x, y, mode) {
    var arr = [];
    var pt = this.localToGlobal(x, y);
    this._getObjectsUnderPoint(pt.x, pt.y, arr, mode>0, mode==1);
    return arr;
  };

  /**
   * Similar to {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}}, but returns only the top-most display
   * object. This runs significantly faster than <code>getObjectsUnderPoint()</code>, but is still potentially an expensive
   * operation. See {{#crossLink "Container/getObjectsUnderPoint"}}{{/crossLink}} for more information.
   * @method getObjectUnderPoint
   * @param {Number} x The x position in the container to test.
   * @param {Number} y The y position in the container to test.
   * @param {Number} mode The mode to use to determine which display objects to include.  0-all, 1-respect mouseEnabled/mouseChildren, 2-only mouse opaque objects.
   * @return {DisplayObject} The top-most display object under the specified coordinates.
   **/
  p.getObjectUnderPoint = function(x, y, mode) {
    var pt = this.localToGlobal(x, y);
    return this._getObjectsUnderPoint(pt.x, pt.y, null, mode>0, mode==1);
  };

  /**
   * Docced in superclass.
   */
  p.getBounds = function() {
    return this._getBounds(null, true);
  };


  /**
   * Docced in superclass.
   */
  p.getTransformedBounds = function() {
    return this._getBounds();
  };

  /**
   * Returns a clone of this Container. Some properties that are specific to this instance's current context are
   * reverted to their defaults (for example .parent).
   * @method clone
   * @param {Boolean} [recursive=false] If true, all of the descendants of this container will be cloned recursively. If false, the
   * properties of the container will be cloned, but the new instance will not have any children.
   * @return {Container} A clone of the current Container instance.
   **/
  p.clone = function(recursive) {
    var o = this._cloneProps(new Container());
    if (recursive) { this._cloneChildren(o); }
    return o;
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Container (name="+  this.name +")]";
  };


// private methods:
  /**
   * @method _tick
   * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
   * @protected
   **/
  p._tick = function(evtObj) {
    if (this.tickChildren) {
      for (var i=this.children.length-1; i>=0; i--) {
        var child = this.children[i];
        if (child.tickEnabled && child._tick) { child._tick(evtObj); }
      }
    }
    this.DisplayObject__tick(evtObj);
  };

  /**
   * Recursively clones all children of this container, and adds them to the target container.
   * @method cloneChildren
   * @protected
   * @param {Container} o The target container.
   **/
  p._cloneChildren = function(o) {
    if (o.children.length) { o.removeAllChildren(); }
    var arr = o.children;
    for (var i=0, l=this.children.length; i<l; i++) {
      var clone = this.children[i].clone(true);
      clone.parent = o;
      arr.push(clone);
    }
  };

  /**
   * Removes the child at the specified index from the display list, and sets its parent to null.
   * Used by `removeChildAt`, `addChild`, and `addChildAt`.
   * @method removeChildAt
   * @protected
   * @param {Number} index The index of the child to remove.
   * @param {Boolean} [silent] Prevents dispatch of `removed` event if true.
   * @return {Boolean} true if the child (or children) was removed, or false if any index was out of range.
   **/
  p._removeChildAt = function(index, silent) {
    if (index < 0 || index > this.children.length-1) { return false; }
    var child = this.children[index];
    if (child) { child.parent = null; }
    this.children.splice(index, 1);
    if (!silent) { child.dispatchEvent("removed"); }
    return true;
  };

  /**
   * @method _getObjectsUnderPoint
   * @param {Number} x
   * @param {Number} y
   * @param {Array} arr
   * @param {Boolean} mouse If true, it will respect mouse interaction properties like mouseEnabled, mouseChildren, and active listeners.
   * @param {Boolean} activeListener If true, there is an active mouse event listener on a parent object.
   * @param {Number} currentDepth Indicates the current depth of the search.
   * @return {DisplayObject}
   * @protected
   **/
  p._getObjectsUnderPoint = function(x, y, arr, mouse, activeListener, currentDepth) {
    currentDepth = currentDepth || 0;
    if (!currentDepth && !this._testMask(this, x, y)) { return null; }
    var mtx, ctx = createjs.DisplayObject._hitTestContext;
    activeListener = activeListener || (mouse&&this._hasMouseEventListener());

    // draw children one at a time, and check if we get a hit:
    var children = this.children, l = children.length;
    for (var i=l-1; i>=0; i--) {
      var child = children[i];
      var hitArea = child.hitArea;
      if (!child.visible || (!hitArea && !child.isVisible()) || (mouse && !child.mouseEnabled)) { continue; }
      if (!hitArea && !this._testMask(child, x, y)) { continue; }

      // if a child container has a hitArea then we only need to check its hitAre2a, so we can treat it as a normal DO:
      if (!hitArea && child instanceof Container) {
        var result = child._getObjectsUnderPoint(x, y, arr, mouse, activeListener, currentDepth+1);
        if (!arr && result) { return (mouse && !this.mouseChildren) ? this : result; }
      } else {
        if (mouse && !activeListener && !child._hasMouseEventListener()) { continue; }

        // TODO: can we pass displayProps forward, to avoid having to calculate this backwards every time? It's kind of a mixed bag. When we're only hunting for DOs with event listeners, it may not make sense.
        var props = child.getConcatenatedDisplayProps(child._props);
        mtx = props.matrix;

        if (hitArea) {
          mtx.appendMatrix(hitArea.getMatrix(hitArea._props.matrix));
          props.alpha = hitArea.alpha;
        }

        ctx.globalAlpha = props.alpha;
        ctx.setTransform(mtx.a,  mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y);
        (hitArea||child).draw(ctx);
        if (!this._testHit(ctx)) { continue; }
        ctx.setTransform(1, 0, 0, 1, 0, 0);
        ctx.clearRect(0, 0, 2, 2);
        if (arr) { arr.push(child); }
        else { return (mouse && !this.mouseChildren) ? this : child; }
      }
    }
    return null;
  };

  /**
   * @method _testMask
   * @param {DisplayObject} target
   * @param {Number} x
   * @param {Number} y
   * @return {Boolean} Indicates whether the x/y is within the masked region.
   * @protected
   **/
  p._testMask = function(target, x, y) {
    var mask = target.mask;
    if (!mask || !mask.graphics || mask.graphics.isEmpty()) { return true; }

    var mtx = this._props.matrix, parent = target.parent;
    mtx = parent ? parent.getConcatenatedMatrix(mtx) : mtx.identity();
    mtx = mask.getMatrix(mask._props.matrix).prependMatrix(mtx);

    var ctx = createjs.DisplayObject._hitTestContext;
    ctx.setTransform(mtx.a,  mtx.b, mtx.c, mtx.d, mtx.tx-x, mtx.ty-y);

    // draw the mask as a solid fill:
    mask.graphics.drawAsPath(ctx);
    ctx.fillStyle = "#000";
    ctx.fill();

    if (!this._testHit(ctx)) { return false; }
    ctx.setTransform(1, 0, 0, 1, 0, 0);
    ctx.clearRect(0, 0, 2, 2);

    return true;
  };

  /**
   * @method _getBounds
   * @param {Matrix2D} matrix
   * @param {Boolean} ignoreTransform If true, does not apply this object's transform.
   * @return {Rectangle}
   * @protected
   **/
  p._getBounds = function(matrix, ignoreTransform) {
    var bounds = this.DisplayObject_getBounds();
    if (bounds) { return this._transformBounds(bounds, matrix, ignoreTransform); }

    var mtx = this._props.matrix;
    mtx = ignoreTransform ? mtx.identity() : this.getMatrix(mtx);
    if (matrix) { mtx.prependMatrix(matrix); }

    var l = this.children.length, rect=null;
    for (var i=0; i<l; i++) {
      var child = this.children[i];
      if (!child.visible || !(bounds = child._getBounds(mtx))) { continue; }
      if (rect) { rect.extend(bounds.x, bounds.y, bounds.width, bounds.height); }
      else { rect = bounds.clone(); }
    }
    return rect;
  };


  createjs.Container = createjs.promote(Container, "DisplayObject");
}());

//##############################################################################
// Stage.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * A stage is the root level {{#crossLink "Container"}}{{/crossLink}} for a display list. Each time its {{#crossLink "Stage/tick"}}{{/crossLink}}
   * method is called, it will render its display list to its target canvas.
   *
   * <h4>Example</h4>
   * This example creates a stage, adds a child to it, then uses {{#crossLink "Ticker"}}{{/crossLink}} to update the child
   * and redraw the stage using {{#crossLink "Stage/update"}}{{/crossLink}}.
   *
   *      var stage = new createjs.Stage("canvasElementId");
   *      var image = new createjs.Bitmap("imagePath.png");
   *      stage.addChild(image);
   *      createjs.Ticker.addEventListener("tick", handleTick);
   *      function handleTick(event) {
	 *          image.x += 10;
	 *          stage.update();
	 *      }
   *
   * @class Stage
   * @extends Container
   * @constructor
   * @param {HTMLCanvasElement | String | Object} canvas A canvas object that the Stage will render to, or the string id
   * of a canvas object in the current document.
   **/
  function Stage(canvas) {
    this.Container_constructor();


    // public properties:
    /**
     * Indicates whether the stage should automatically clear the canvas before each render. You can set this to <code>false</code>
     * to manually control clearing (for generative art, or when pointing multiple stages at the same canvas for
     * example).
     *
     * <h4>Example</h4>
     *
     *      var stage = new createjs.Stage("canvasId");
     *      stage.autoClear = false;
     *
     * @property autoClear
     * @type Boolean
     * @default true
     **/
    this.autoClear = true;

    /**
     * The canvas the stage will render to. Multiple stages can share a single canvas, but you must disable autoClear for all but the
     * first stage that will be ticked (or they will clear each other's render).
     *
     * When changing the canvas property you must disable the events on the old canvas, and enable events on the
     * new canvas or mouse events will not work as expected. For example:
     *
     *      myStage.enableDOMEvents(false);
     *      myStage.canvas = anotherCanvas;
     *      myStage.enableDOMEvents(true);
     *
     * @property canvas
     * @type HTMLCanvasElement | Object
     **/
    this.canvas = (typeof canvas == "string") ? document.getElementById(canvas) : canvas;

    /**
     * The current mouse X position on the canvas. If the mouse leaves the canvas, this will indicate the most recent
     * position over the canvas, and mouseInBounds will be set to false.
     * @property mouseX
     * @type Number
     * @readonly
     **/
    this.mouseX = 0;

    /**
     * The current mouse Y position on the canvas. If the mouse leaves the canvas, this will indicate the most recent
     * position over the canvas, and mouseInBounds will be set to false.
     * @property mouseY
     * @type Number
     * @readonly
     **/
    this.mouseY = 0;

    /**
     * Specifies the area of the stage to affect when calling update. This can be use to selectively
     * re-draw specific regions of the canvas. If null, the whole canvas area is drawn.
     * @property drawRect
     * @type {Rectangle}
     */
    this.drawRect = null;

    /**
     * Indicates whether display objects should be rendered on whole pixels. You can set the
     * {{#crossLink "DisplayObject/snapToPixel"}}{{/crossLink}} property of
     * display objects to false to enable/disable this behaviour on a per instance basis.
     * @property snapToPixelEnabled
     * @type Boolean
     * @default false
     **/
    this.snapToPixelEnabled = false;

    /**
     * Indicates whether the mouse is currently within the bounds of the canvas.
     * @property mouseInBounds
     * @type Boolean
     * @default false
     **/
    this.mouseInBounds = false;

    /**
     * If true, tick callbacks will be called on all display objects on the stage prior to rendering to the canvas.
     * @property tickOnUpdate
     * @type Boolean
     * @default true
     **/
    this.tickOnUpdate = true;

    /**
     * If true, mouse move events will continue to be called when the mouse leaves the target canvas. See
     * {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}}, and {{#crossLink "MouseEvent"}}{{/crossLink}}
     * x/y/rawX/rawY.
     * @property mouseMoveOutside
     * @type Boolean
     * @default false
     **/
    this.mouseMoveOutside = false;


    /**
     * Prevents selection of other elements in the html page if the user clicks and drags, or double clicks on the canvas.
     * This works by calling `preventDefault()` on any mousedown events (or touch equivalent) originating on the canvas.
     * @property preventSelection
     * @type Boolean
     * @default true
     **/
    this.preventSelection = true;

    /**
     * The hitArea property is not supported for Stage.
     * @property hitArea
     * @type {DisplayObject}
     * @default null
     */


    // private properties:
    /**
     * Holds objects with data for each active pointer id. Each object has the following properties:
     * x, y, event, target, overTarget, overX, overY, inBounds, posEvtObj (native event that last updated position)
     * @property _pointerData
     * @type {Object}
     * @private
     */
    this._pointerData = {};

    /**
     * Number of active pointers.
     * @property _pointerCount
     * @type {Object}
     * @private
     */
    this._pointerCount = 0;

    /**
     * The ID of the primary pointer.
     * @property _primaryPointerID
     * @type {Object}
     * @private
     */
    this._primaryPointerID = null;

    /**
     * @property _mouseOverIntervalID
     * @protected
     * @type Number
     **/
    this._mouseOverIntervalID = null;

    /**
     * @property _nextStage
     * @protected
     * @type Stage
     **/
    this._nextStage = null;

    /**
     * @property _prevStage
     * @protected
     * @type Stage
     **/
    this._prevStage = null;


    // initialize:
    this.enableDOMEvents(true);
  }
  var p = createjs.extend(Stage, createjs.Container);

// events:
  /**
   * Dispatched when the user moves the mouse over the canvas.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event stagemousemove
   * @since 0.6.0
   */

  /**
   * Dispatched when the user presses their left mouse button on the canvas. See the {{#crossLink "MouseEvent"}}{{/crossLink}}
   * class for a listing of event properties.
   * @event stagemousedown
   * @since 0.6.0
   */

  /**
   * Dispatched when the user the user presses somewhere on the stage, then releases the mouse button anywhere that the page can detect it (this varies slightly between browsers).
   * You can use {{#crossLink "Stage/mouseInBounds:property"}}{{/crossLink}} to check whether the mouse is currently within the stage bounds.
   * See the {{#crossLink "MouseEvent"}}{{/crossLink}} class for a listing of event properties.
   * @event stagemouseup
   * @since 0.6.0
   */

  /**
   * Dispatched when the mouse moves from within the canvas area (mouseInBounds == true) to outside it (mouseInBounds == false).
   * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}}
   * class for a listing of event properties.
   * @event mouseleave
   * @since 0.7.0
   */

  /**
   * Dispatched when the mouse moves into the canvas area (mouseInBounds == false) from outside it (mouseInBounds == true).
   * This is currently only dispatched for mouse input (not touch). See the {{#crossLink "MouseEvent"}}{{/crossLink}}
   * class for a listing of event properties.
   * @event mouseenter
   * @since 0.7.0
   */

  /**
   * Dispatched each update immediately before the tick event is propagated through the display list.
   * You can call preventDefault on the event object to cancel propagating the tick event.
   * @event tickstart
   * @since 0.7.0
   */

  /**
   * Dispatched each update immediately after the tick event is propagated through the display list. Does not fire if
   * tickOnUpdate is false. Precedes the "drawstart" event.
   * @event tickend
   * @since 0.7.0
   */

  /**
   * Dispatched each update immediately before the canvas is cleared and the display list is drawn to it.
   * You can call preventDefault on the event object to cancel the draw.
   * @event drawstart
   * @since 0.7.0
   */

  /**
   * Dispatched each update immediately after the display list is drawn to the canvas and the canvas context is restored.
   * @event drawend
   * @since 0.7.0
   */


// getter / setters:
  /**
   * Specifies a target stage that will have mouse / touch interactions relayed to it after this stage handles them.
   * This can be useful in cases where you have multiple layered canvases and want user interactions
   * events to pass through. For example, this would relay mouse events from topStage to bottomStage:
   *
   *      topStage.nextStage = bottomStage;
   *
   * To disable relaying, set nextStage to null.
   *
   * MouseOver, MouseOut, RollOver, and RollOut interactions are also passed through using the mouse over settings
   * of the top-most stage, but are only processed if the target stage has mouse over interactions enabled.
   * Considerations when using roll over in relay targets:<OL>
   * <LI> The top-most (first) stage must have mouse over interactions enabled (via enableMouseOver)</LI>
   * <LI> All stages that wish to participate in mouse over interaction must enable them via enableMouseOver</LI>
   * <LI> All relay targets will share the frequency value of the top-most stage</LI>
   * </OL>
   * To illustrate, in this example the targetStage would process mouse over interactions at 10hz (despite passing
   * 30 as it's desired frequency):
   * 	topStage.nextStage = targetStage;
   * 	topStage.enableMouseOver(10);
   * 	targetStage.enableMouseOver(30);
   *
   * If the target stage's canvas is completely covered by this stage's canvas, you may also want to disable its
   * DOM events using:
   *
   *	targetStage.enableDOMEvents(false);
   *
   * @property nextStage
   * @type {Stage}
   **/
  p._get_nextStage = function() {
    return this._nextStage;
  };
  p._set_nextStage = function(value) {
    if (this._nextStage) { this._nextStage._prevStage = null; }
    if (value) { value._prevStage = this; }
    this._nextStage = value;
  };

  try {
    Object.defineProperties(p, {
      nextStage: { get: p._get_nextStage, set: p._set_nextStage }
    });
  } catch (e) {} // TODO: use Log


// public methods:
  /**
   * Each time the update method is called, the stage will call {{#crossLink "Stage/tick"}}{{/crossLink}}
   * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false,
   * and then render the display list to the canvas.
   *
   * @method update
   * @param {Object} [props] Props object to pass to `tick()`. Should usually be a {{#crossLink "Ticker"}}{{/crossLink}} event object, or similar object with a delta property.
   **/
  p.update = function(props) {
    if (!this.canvas) { return; }
    if (this.tickOnUpdate) { this.tick(props); }
    if (this.dispatchEvent("drawstart", false, true) === false) { return; }
    createjs.DisplayObject._snapToPixelEnabled = this.snapToPixelEnabled;
    var r = this.drawRect, ctx = this.canvas.getContext("2d");
    ctx.setTransform(1, 0, 0, 1, 0, 0);
    if (this.autoClear) {
      if (r) { ctx.clearRect(r.x, r.y, r.width, r.height); }
      else { ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1); }
    }
    ctx.save();
    if (this.drawRect) {
      ctx.beginPath();
      ctx.rect(r.x, r.y, r.width, r.height);
      ctx.clip();
    }
    this.updateContext(ctx);
    this.draw(ctx, false);
    ctx.restore();
    this.dispatchEvent("drawend");
  };

  /**
   * Propagates a tick event through the display list. This is automatically called by {{#crossLink "Stage/update"}}{{/crossLink}}
   * unless {{#crossLink "Stage/tickOnUpdate:property"}}{{/crossLink}} is set to false.
   *
   * If a props object is passed to `tick()`, then all of its properties will be copied to the event object that is
   * propagated to listeners.
   *
   * Some time-based features in EaselJS (for example {{#crossLink "Sprite/framerate"}}{{/crossLink}} require that
   * a {{#crossLink "Ticker/tick:event"}}{{/crossLink}} event object (or equivalent object with a delta property) be
   * passed as the `props` parameter to `tick()`. For example:
   *
   * 	Ticker.on("tick", handleTick);
   * 	function handleTick(evtObj) {
	 * 		// clone the event object from Ticker, and add some custom data to it:
	 * 		var evt = evtObj.clone().set({greeting:"hello", name:"world"});
	 *
	 * 		// pass it to stage.update():
	 * 		myStage.update(evt); // subsequently calls tick() with the same param
	 * 	}
   *
   * 	// ...
   * 	myDisplayObject.on("tick", handleDisplayObjectTick);
   * 	function handleDisplayObjectTick(evt) {
	 * 		console.log(evt.delta); // the delta property from the Ticker tick event object
	 * 		console.log(evt.greeting, evt.name); // custom data: "hello world"
	 * 	}
   *
   * @method tick
   * @param {Object} [props] An object with properties that should be copied to the event object. Should usually be a Ticker event object, or similar object with a delta property.
   **/
  p.tick = function(props) {
    if (!this.tickEnabled || this.dispatchEvent("tickstart", false, true) === false) { return; }
    var evtObj = new createjs.Event("tick");
    if (props) {
      for (var n in props) {
        if (props.hasOwnProperty(n)) { evtObj[n] = props[n]; }
      }
    }
    this._tick(evtObj);
    this.dispatchEvent("tickend");
  };

  /**
   * Default event handler that calls the Stage {{#crossLink "Stage/update"}}{{/crossLink}} method when a {{#crossLink "DisplayObject/tick:event"}}{{/crossLink}}
   * event is received. This allows you to register a Stage instance as a event listener on {{#crossLink "Ticker"}}{{/crossLink}}
   * directly, using:
   *
   *      Ticker.addEventListener("tick", myStage);
   *
   * Note that if you subscribe to ticks using this pattern, then the tick event object will be passed through to
   * display object tick handlers, instead of <code>delta</code> and <code>paused</code> parameters.
   * @property handleEvent
   * @type Function
   **/
  p.handleEvent = function(evt) {
    if (evt.type == "tick") { this.update(evt); }
  };

  /**
   * Clears the target canvas. Useful if {{#crossLink "Stage/autoClear:property"}}{{/crossLink}} is set to `false`.
   * @method clear
   **/
  p.clear = function() {
    if (!this.canvas) { return; }
    var ctx = this.canvas.getContext("2d");
    ctx.setTransform(1, 0, 0, 1, 0, 0);
    ctx.clearRect(0, 0, this.canvas.width+1, this.canvas.height+1);
  };

  /**
   * Returns a data url that contains a Base64-encoded image of the contents of the stage. The returned data url can
   * be specified as the src value of an image element.
   * @method toDataURL
   * @param {String} [backgroundColor] The background color to be used for the generated image. Any valid CSS color
   * value is allowed. The default value is a transparent background.
   * @param {String} [mimeType="image/png"] The MIME type of the image format to be create. The default is "image/png". If an unknown MIME type
   * is passed in, or if the browser does not support the specified MIME type, the default value will be used.
   * @return {String} a Base64 encoded image.
   **/
  p.toDataURL = function(backgroundColor, mimeType) {
    var data, ctx = this.canvas.getContext('2d'), w = this.canvas.width, h = this.canvas.height;

    if (backgroundColor) {
      data = ctx.getImageData(0, 0, w, h);
      var compositeOperation = ctx.globalCompositeOperation;
      ctx.globalCompositeOperation = "destination-over";

      ctx.fillStyle = backgroundColor;
      ctx.fillRect(0, 0, w, h);
    }

    var dataURL = this.canvas.toDataURL(mimeType||"image/png");

    if(backgroundColor) {
      ctx.putImageData(data, 0, 0);
      ctx.globalCompositeOperation = compositeOperation;
    }

    return dataURL;
  };

  /**
   * Enables or disables (by passing a frequency of 0) mouse over ({{#crossLink "DisplayObject/mouseover:event"}}{{/crossLink}}
   * and {{#crossLink "DisplayObject/mouseout:event"}}{{/crossLink}}) and roll over events ({{#crossLink "DisplayObject/rollover:event"}}{{/crossLink}}
   * and {{#crossLink "DisplayObject/rollout:event"}}{{/crossLink}}) for this stage's display list. These events can
   * be expensive to generate, so they are disabled by default. The frequency of the events can be controlled
   * independently of mouse move events via the optional `frequency` parameter.
   *
   * <h4>Example</h4>
   *
   *      var stage = new createjs.Stage("canvasId");
   *      stage.enableMouseOver(10); // 10 updates per second
   *
   * @method enableMouseOver
   * @param {Number} [frequency=20] Optional param specifying the maximum number of times per second to broadcast
   * mouse over/out events. Set to 0 to disable mouse over events completely. Maximum is 50. A lower frequency is less
   * responsive, but uses less CPU.
   **/
  p.enableMouseOver = function(frequency) {
    if (this._mouseOverIntervalID) {
      clearInterval(this._mouseOverIntervalID);
      this._mouseOverIntervalID = null;
      if (frequency == 0) {
        this._testMouseOver(true);
      }
    }
    if (frequency == null) { frequency = 20; }
    else if (frequency <= 0) { return; }
    var o = this;
    this._mouseOverIntervalID = setInterval(function(){ o._testMouseOver(); }, 1000/Math.min(50,frequency));
  };

  /**
   * Enables or disables the event listeners that stage adds to DOM elements (window, document and canvas). It is good
   * practice to disable events when disposing of a Stage instance, otherwise the stage will continue to receive
   * events from the page.
   *
   * When changing the canvas property you must disable the events on the old canvas, and enable events on the
   * new canvas or mouse events will not work as expected. For example:
   *
   *      myStage.enableDOMEvents(false);
   *      myStage.canvas = anotherCanvas;
   *      myStage.enableDOMEvents(true);
   *
   * @method enableDOMEvents
   * @param {Boolean} [enable=true] Indicates whether to enable or disable the events. Default is true.
   **/
  p.enableDOMEvents = function(enable) {
    if (enable == null) { enable = true; }
    var n, o, ls = this._eventListeners;
    if (!enable && ls) {
      for (n in ls) {
        o = ls[n];
        o.t.removeEventListener(n, o.f, false);
      }
      this._eventListeners = null;
    } else if (enable && !ls && this.canvas) {
      var t = window.addEventListener ? window : document;
      var _this = this;
      ls = this._eventListeners = {};
      ls["mouseup"] = {t:t, f:function(e) { _this._handleMouseUp(e)} };
      ls["mousemove"] = {t:t, f:function(e) { _this._handleMouseMove(e)} };
      ls["dblclick"] = {t:this.canvas, f:function(e) { _this._handleDoubleClick(e)} };
      ls["mousedown"] = {t:this.canvas, f:function(e) { _this._handleMouseDown(e)} };

      for (n in ls) {
        o = ls[n];
        o.t.addEventListener(n, o.f, false);
      }
    }
  };

  /**
   * Stage instances cannot be cloned.
   * @method clone
   **/
  p.clone = function() {
    throw("Stage cannot be cloned.");
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Stage (name="+  this.name +")]";
  };


// private methods:
  /**
   * @method _getElementRect
   * @protected
   * @param {HTMLElement} e
   **/
  p._getElementRect = function(e) {
    var bounds;
    try { bounds = e.getBoundingClientRect(); } // this can fail on disconnected DOM elements in IE9
    catch (err) { bounds = {top: e.offsetTop, left: e.offsetLeft, width:e.offsetWidth, height:e.offsetHeight}; }

    var offX = (window.pageXOffset || document.scrollLeft || 0) - (document.clientLeft || document.body.clientLeft || 0);
    var offY = (window.pageYOffset || document.scrollTop || 0) - (document.clientTop  || document.body.clientTop  || 0);

    var styles = window.getComputedStyle ? getComputedStyle(e,null) : e.currentStyle; // IE <9 compatibility.
    var padL = parseInt(styles.paddingLeft)+parseInt(styles.borderLeftWidth);
    var padT = parseInt(styles.paddingTop)+parseInt(styles.borderTopWidth);
    var padR = parseInt(styles.paddingRight)+parseInt(styles.borderRightWidth);
    var padB = parseInt(styles.paddingBottom)+parseInt(styles.borderBottomWidth);

    // note: in some browsers bounds properties are read only.
    return {
      left: bounds.left+offX+padL,
      right: bounds.right+offX-padR,
      top: bounds.top+offY+padT,
      bottom: bounds.bottom+offY-padB
    }
  };

  /**
   * @method _getPointerData
   * @protected
   * @param {Number} id
   **/
  p._getPointerData = function(id) {
    var data = this._pointerData[id];
    if (!data) { data = this._pointerData[id] = {x:0,y:0}; }
    return data;
  };

  /**
   * @method _handleMouseMove
   * @protected
   * @param {MouseEvent} e
   **/
  p._handleMouseMove = function(e) {
    if(!e){ e = window.event; }
    this._handlePointerMove(-1, e, e.pageX, e.pageY);
  };

  /**
   * @method _handlePointerMove
   * @protected
   * @param {Number} id
   * @param {Event} e
   * @param {Number} pageX
   * @param {Number} pageY
   * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
   **/
  p._handlePointerMove = function(id, e, pageX, pageY, owner) {
    if (this._prevStage && owner === undefined) { return; } // redundant listener.
    if (!this.canvas) { return; }
    var nextStage=this._nextStage, o=this._getPointerData(id);

    var inBounds = o.inBounds;
    this._updatePointerPosition(id, e, pageX, pageY);
    if (inBounds || o.inBounds || this.mouseMoveOutside) {
      if (id === -1 && o.inBounds == !inBounds) {
        this._dispatchMouseEvent(this, (inBounds ? "mouseleave" : "mouseenter"), false, id, o, e);
      }

      this._dispatchMouseEvent(this, "stagemousemove", false, id, o, e);
      this._dispatchMouseEvent(o.target, "pressmove", true, id, o, e);
    }

    nextStage&&nextStage._handlePointerMove(id, e, pageX, pageY, null);
  };

  /**
   * @method _updatePointerPosition
   * @protected
   * @param {Number} id
   * @param {Event} e
   * @param {Number} pageX
   * @param {Number} pageY
   **/
  p._updatePointerPosition = function(id, e, pageX, pageY) {
    var rect = this._getElementRect(this.canvas);
    pageX -= rect.left;
    pageY -= rect.top;

    var w = this.canvas.width;
    var h = this.canvas.height;
    pageX /= (rect.right-rect.left)/w;
    pageY /= (rect.bottom-rect.top)/h;
    var o = this._getPointerData(id);
    if (o.inBounds = (pageX >= 0 && pageY >= 0 && pageX <= w-1 && pageY <= h-1)) {
      o.x = pageX;
      o.y = pageY;
    } else if (this.mouseMoveOutside) {
      o.x = pageX < 0 ? 0 : (pageX > w-1 ? w-1 : pageX);
      o.y = pageY < 0 ? 0 : (pageY > h-1 ? h-1 : pageY);
    }

    o.posEvtObj = e;
    o.rawX = pageX;
    o.rawY = pageY;

    if (id === this._primaryPointerID || id === -1) {
      this.mouseX = o.x;
      this.mouseY = o.y;
      this.mouseInBounds = o.inBounds;
    }
  };

  /**
   * @method _handleMouseUp
   * @protected
   * @param {MouseEvent} e
   **/
  p._handleMouseUp = function(e) {
    this._handlePointerUp(-1, e, false);
  };

  /**
   * @method _handlePointerUp
   * @protected
   * @param {Number} id
   * @param {Event} e
   * @param {Boolean} clear
   * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
   **/
  p._handlePointerUp = function(id, e, clear, owner) {
    var nextStage = this._nextStage, o = this._getPointerData(id);
    if (this._prevStage && owner === undefined) { return; } // redundant listener.

    var target=null, oTarget = o.target;
    if (!owner && (oTarget || nextStage)) { target = this._getObjectsUnderPoint(o.x, o.y, null, true); }

    if (o.down) { this._dispatchMouseEvent(this, "stagemouseup", false, id, o, e, target); o.down = false; }

    if (target == oTarget) { this._dispatchMouseEvent(oTarget, "click", true, id, o, e); }
    this._dispatchMouseEvent(oTarget, "pressup", true, id, o, e);

    if (clear) {
      if (id==this._primaryPointerID) { this._primaryPointerID = null; }
      delete(this._pointerData[id]);
    } else { o.target = null; }

    nextStage&&nextStage._handlePointerUp(id, e, clear, owner || target && this);
  };

  /**
   * @method _handleMouseDown
   * @protected
   * @param {MouseEvent} e
   **/
  p._handleMouseDown = function(e) {
    this._handlePointerDown(-1, e, e.pageX, e.pageY);
  };

  /**
   * @method _handlePointerDown
   * @protected
   * @param {Number} id
   * @param {Event} e
   * @param {Number} pageX
   * @param {Number} pageY
   * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
   **/
  p._handlePointerDown = function(id, e, pageX, pageY, owner) {
    if (this.preventSelection) { e.preventDefault(); }
    if (this._primaryPointerID == null || id === -1) { this._primaryPointerID = id; } // mouse always takes over.

    if (pageY != null) { this._updatePointerPosition(id, e, pageX, pageY); }
    var target = null, nextStage = this._nextStage, o = this._getPointerData(id);
    if (!owner) { target = o.target = this._getObjectsUnderPoint(o.x, o.y, null, true); }

    if (o.inBounds) { this._dispatchMouseEvent(this, "stagemousedown", false, id, o, e, target); o.down = true; }
    this._dispatchMouseEvent(target, "mousedown", true, id, o, e);

    nextStage&&nextStage._handlePointerDown(id, e, pageX, pageY, owner || target && this);
  };

  /**
   * @method _testMouseOver
   * @param {Boolean} clear If true, clears the mouseover / rollover (ie. no target)
   * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
   * @param {Stage} eventTarget The stage that the cursor is actively over.
   * @protected
   **/
  p._testMouseOver = function(clear, owner, eventTarget) {
    if (this._prevStage && owner === undefined) { return; } // redundant listener.

    var nextStage = this._nextStage;
    if (!this._mouseOverIntervalID) {
      // not enabled for mouseover, but should still relay the event.
      nextStage&&nextStage._testMouseOver(clear, owner, eventTarget);
      return;
    }
    var o = this._getPointerData(-1);
    // only update if the mouse position has changed. This provides a lot of optimization, but has some trade-offs.
    if (!o || (!clear && this.mouseX == this._mouseOverX && this.mouseY == this._mouseOverY && this.mouseInBounds)) { return; }

    var e = o.posEvtObj;
    var isEventTarget = eventTarget || e&&(e.target == this.canvas);
    var target=null, common = -1, cursor="", t, i, l;

    if (!owner && (clear || this.mouseInBounds && isEventTarget)) {
      target = this._getObjectsUnderPoint(this.mouseX, this.mouseY, null, true);
      this._mouseOverX = this.mouseX;
      this._mouseOverY = this.mouseY;
    }

    var oldList = this._mouseOverTarget||[];
    var oldTarget = oldList[oldList.length-1];
    var list = this._mouseOverTarget = [];

    // generate ancestor list and check for cursor:
    t = target;
    while (t) {
      list.unshift(t);
      if (!cursor) { cursor = t.cursor; }
      t = t.parent;
    }
    this.canvas.style.cursor = cursor;
    if (!owner && eventTarget) { eventTarget.canvas.style.cursor = cursor; }

    // find common ancestor:
    for (i=0,l=list.length; i<l; i++) {
      if (list[i] != oldList[i]) { break; }
      common = i;
    }

    if (oldTarget != target) {
      this._dispatchMouseEvent(oldTarget, "mouseout", true, -1, o, e, target);
    }

    for (i=oldList.length-1; i>common; i--) {
      this._dispatchMouseEvent(oldList[i], "rollout", false, -1, o, e, target);
    }

    for (i=list.length-1; i>common; i--) {
      this._dispatchMouseEvent(list[i], "rollover", false, -1, o, e, oldTarget);
    }

    if (oldTarget != target) {
      this._dispatchMouseEvent(target, "mouseover", true, -1, o, e, oldTarget);
    }

    nextStage&&nextStage._testMouseOver(clear, owner || target && this, eventTarget || isEventTarget && this);
  };

  /**
   * @method _handleDoubleClick
   * @protected
   * @param {MouseEvent} e
   * @param {Stage} owner Indicates that the event has already been captured & handled by the indicated stage.
   **/
  p._handleDoubleClick = function(e, owner) {
    var target=null, nextStage=this._nextStage, o=this._getPointerData(-1);
    if (!owner) {
      target = this._getObjectsUnderPoint(o.x, o.y, null, true);
      this._dispatchMouseEvent(target, "dblclick", true, -1, o, e);
    }
    nextStage&&nextStage._handleDoubleClick(e, owner || target && this);
  };

  /**
   * @method _dispatchMouseEvent
   * @protected
   * @param {DisplayObject} target
   * @param {String} type
   * @param {Boolean} bubbles
   * @param {Number} pointerId
   * @param {Object} o
   * @param {MouseEvent} [nativeEvent]
   * @param {DisplayObject} [relatedTarget]
   **/
  p._dispatchMouseEvent = function(target, type, bubbles, pointerId, o, nativeEvent, relatedTarget) {
    // TODO: might be worth either reusing MouseEvent instances, or adding a willTrigger method to avoid GC.
    if (!target || (!bubbles && !target.hasEventListener(type))) { return; }
    /*
		// TODO: account for stage transformations?
		this._mtx = this.getConcatenatedMatrix(this._mtx).invert();
		var pt = this._mtx.transformPoint(o.x, o.y);
		var evt = new createjs.MouseEvent(type, bubbles, false, pt.x, pt.y, nativeEvent, pointerId, pointerId==this._primaryPointerID || pointerId==-1, o.rawX, o.rawY);
		*/
    var evt = new createjs.MouseEvent(type, bubbles, false, o.x, o.y, nativeEvent, pointerId, pointerId === this._primaryPointerID || pointerId === -1, o.rawX, o.rawY, relatedTarget);
    target.dispatchEvent(evt);
  };


  createjs.Stage = createjs.promote(Stage, "Container");
}());

//##############################################################################
// StageGL.js
//##############################################################################

/*
 * README IF EDITING:
 * Terminology for developers:
 *
 * Vertex: a point that help defines a shape, 3 per triangle. Usually has an x,y,z but can have more/less info.
 * Vertex Property: a piece of information attached to the vertex like a vector3 containing x,y,z
 * Index/Indices: used in groups of 3 to define a triangle, points to vertices by their index in an array (some render
 * 		modes do not use these)
 * Card: a group of 2 triangles used to display a rectangular image
 * U/V: common names for the [0-1] texture co-ordinates on an image
 * Batch: a single call to the renderer, best done as little as possible so multiple cards are put into a single batch
 * Buffer: WebGL array data
 * Program/Shader: For every vertex we run the Vertex shader. The results are used per pixel by the Fragment shader. When
 * 		combined and paired these are a shader "program"
 * Texture: WebGL representation of image data and associated extra information
 * Slot: A space on the GPU into which textures can be loaded for use in a batch, using "ActiveTexture" switches texture slot.
 */

(function () {
  "use strict";

  /**
   * A StageGL instance is the root level {{#crossLink "Container"}}{{/crossLink}} for an WebGL-optimized display list,
   * which is used in place of the usual {{#crossLink "Stage"}}{{/crossLink}}. This class should behave identically to
   * a {{#crossLink "Stage"}}{{/crossLink}} except for WebGL-specific functionality.
   *
   * Each time the {{#crossLink "Stage/tick"}}{{/crossLink}} method is called, the display list is rendered to the
   * target &lt;canvas/&gt; instance, ignoring non-WebGL-compatible display objects. On devices and browsers that don't
   * support WebGL, content will automatically be rendered to canvas 2D context instead.
   *
   * <h4>Limitations</h4>
   * - {{#crossLink "Shape"}}{{/crossLink}}, {{#crossLink "Shadow"}}{{/crossLink}}, and {{#crossLink "Text"}}{{/crossLink}}
   * 	are not rendered when added to the display list.
   * - To display something StageGL cannot render, {{#crossLink "displayObject/cache"}}{{/crossLink}} the object.
   *	Caches can be rendered regardless of source.
   * - Images are wrapped as a webGL "Texture". Each graphics card has a limit to its concurrent Textures, too many
   * Textures will noticeably slow performance.
   * - Each cache counts as an individual Texture. As such {{#crossLink "SpriteSheet"}}{{/crossLink}} and
   * {{#crossLink "SpriteSheetBuilder"}}{{/crossLink}} are recommended practices to help keep texture counts low.
   * - To use any image node (DOM Image/Canvas Element) between multiple StageGL instances it must be a
   * {{#crossLink "Bitmap/clone"}}{{/crossLink}}, otherwise the GPU texture loading and tracking will get confused.
   * - to avoid an up/down scaled render you must call {{#crossLink "StageGL/updateViewport"}}{{/crossLink}} if you
   * resize your canvas after making a StageGL instance, this will properly size the WebGL context stored in memory.
   * - Best performance in demanding scenarios will come from manual management of texture memory, but it is handled
   * automatically by default. See {{#crossLink "StageGL/releaseTexture"}}{{/crossLink}} for details.
   *
   * <h4>Example</h4>
   * This example creates a StageGL instance, adds a child to it, then uses the EaselJS {{#crossLink "Ticker"}}{{/crossLink}}
   * to update the child and redraw the stage.
   *
   *      var stage = new createjs.StageGL("canvasElementId");
   *
   *      var image = new createjs.Bitmap("imagePath.png");
   *      stage.addChild(image);
   *
   *      createjs.Ticker.on("tick", handleTick);
   *
   *      function handleTick(event) {
	 *          image.x += 10;
	 *          stage.update();
	 *      }
   *
   * <h4>Notes</h4>
   * - StageGL is not currently included in the minified version of EaselJS.
   * - {{#crossLink "SpriteContainer"}}{{/crossLink}} (the previous approach to WebGL with EaselJS) has been deprecated.
   * - Earlier versions of WebGL support in EaselJS (SpriteStage and SpriteContainer) had hard limitations on images
   * 	per container, which have been solved.
   *
   * @class StageGL
   * @extends Stage
   * @constructor
   * @param {HTMLCanvasElement | String | Object} canvas A canvas object that StageGL will render to, or the string id
   *  of a canvas object in the current DOM.
   * @param {Object} options All the option parameters in a reference object, some are not supported by some browsers.
   * @param {Boolean} [options.preserveBuffer=false] If `true`, the canvas is NOT auto-cleared by WebGL (the spec
   *  discourages setting this to `true`). This is useful if you want persistent draw effects.
   * @param {Boolean} [options.antialias=false] Specifies whether or not the browser's WebGL implementation should try
   *  to perform anti-aliasing. This will also enable linear pixel sampling on power-of-two textures (smoother images).
   * @param {Boolean} [options.transparent=false] If `true`, the canvas is transparent. This is <strong>very</strong>
   * expensive, and should be used with caution.
   * @param {Boolean} [options.premultiply=false] Alters color handling. If `true`, this assumes the shader must
   * account for pre-multiplied alpha. This can help avoid visual halo effects with some assets, but may also cause
   * problems with other assets.
   * @param {Integer} [options.autoPurge=1200] How often the system should automatically dump unused textures with
   * `purgeTextures(autoPurge)` every `autoPurge/2` draws. See {{#crossLink "StageGL/purgeTextures"}}{{/crossLink}} for more
   * information.
   */
  function StageGL(canvas, options) {
    this.Stage_constructor(canvas);

    if (options !== undefined) {
      if (typeof options !== "object"){ throw("Invalid options object"); }
      var premultiply = options.premultiply;
      var transparent = options.transparent;
      var antialias = options.antialias;
      var preserveBuffer = options.preserveBuffer;
      var autoPurge = options.autoPurge;
    }

// public properties:
    /**
     * Console log potential issues and problems. This is designed to have <em>minimal</em> performance impact, so
     * if extensive debugging information is required, this may be inadequate. See {{#crossLink "WebGLInspector"}}{{/crossLink}}
     * @property vocalDebug
     * @type {Boolean}
     * @default false
     */
    this.vocalDebug = false;

// private properties:
    /**
     * Specifies whether or not the canvas is auto-cleared by WebGL. The WebGL spec discourages `true`.
     * If true, the canvas is NOT auto-cleared by WebGL. Used when the canvas context is created and requires
     * context re-creation to update.
     * @property _preserveBuffer
     * @protected
     * @type {Boolean}
     * @default false
     */
    this._preserveBuffer = preserveBuffer||false;

    /**
     * Specifies whether or not the browser's WebGL implementation should try to perform anti-aliasing.
     * @property _antialias
     * @protected
     * @type {Boolean}
     * @default false
     */
    this._antialias = antialias||false;

    /**
     * Specifies whether or not the browser's WebGL implementation should be transparent.
     * @property _transparent
     * @protected
     * @type {Boolean}
     * @default false
     */
    this._transparent = transparent||false;

    /**
     * Specifies whether or not StageGL is handling colours as premultiplied alpha.
     * @property _premultiply
     * @protected
     * @type {Boolean}
     * @default false
     */
    this._premultiply = premultiply||false;

    /**
     * Internal value of {{#crossLink "StageGL/autoPurge"}}{{/crossLink}}
     * @property _autoPurge
     * @protected
     * @type {Integer}
     * @default null
     */
    this._autoPurge = undefined;
    this.autoPurge = autoPurge;	//getter/setter handles setting the real value and validating

    /**
     * The width in px of the drawing surface saved in memory.
     * @property _viewportWidth
     * @protected
     * @type {Number}
     * @default 0
     */
    this._viewportWidth = 0;

    /**
     * The height in px of the drawing surface saved in memory.
     * @property _viewportHeight
     * @protected
     * @type {Number}
     * @default 0
     */
    this._viewportHeight = 0;

    /**
     * A 2D projection matrix used to convert WebGL's viewspace into canvas co-ordinates. Regular canvas display
     * uses Top-Left values of [0,0] where WebGL uses a Center [0,0] Top-Right [1,1] (euclidean) system.
     * @property _projectionMatrix
     * @protected
     * @type {Float32Array}
     * @default null
     */
    this._projectionMatrix = null;

    /**
     * The current WebGL canvas context. Often shorthanded to just "gl" in many parts of the code.
     * @property _webGLContext
     * @protected
     * @type {WebGLRenderingContext}
     * @default null
     */
    this._webGLContext = null;

    /**
     * The color to use when the WebGL canvas has been cleared. May appear as a background color. Defaults to grey.
     * @property _clearColor
     * @protected
     * @type {Object}
     * @default {r: 0.50, g: 0.50, b: 0.50, a: 0.00}
     */
    this._clearColor = {r: 0.50, g: 0.50, b: 0.50, a: 0.00};

    /**
     * The maximum number of cards (aka a single sprite) that can be drawn in one draw call. Use getter/setters to
     * modify otherwise internal buffers may be incorrect sizes.
     * @property _maxCardsPerBatch
     * @protected
     * @type {Number}
     * @default StageGL.DEFAULT_MAX_BATCH_SIZE (10000)
     */
    this._maxCardsPerBatch = StageGL.DEFAULT_MAX_BATCH_SIZE;														//TODO: write getter/setters for this

    /**
     * The shader program used to draw the current batch.
     * @property _activeShader
     * @protected
     * @type {WebGLProgram}
     * @default null
     */
    this._activeShader = null;

    /**
     * The vertex position data for the current draw call.
     * @property _vertices
     * @protected
     * @type {Float32Array}
     * @default null
     */
    this._vertices = null;

    /**
     * The WebGL buffer attached to {{#crossLink "StageGL/_vertices:property"}}{{/crossLink}}.
     * @property _vertexPositionBuffer
     * @protected
     * @type {WebGLBuffer}
     * @default null
     */
    this._vertexPositionBuffer = null;

    /**
     * The vertex U/V data for the current draw call.
     * @property _uvs
     * @protected
     * @type {Float32Array}
     * @default null
     */
    this._uvs = null;

    /**
     * The WebGL buffer attached to {{#crossLink "StageGL/_uvs:property"}}{{/crossLink}}.
     * @property _uvPositionBuffer
     * @protected
     * @type {WebGLBuffer}
     * @default null
     */
    this._uvPositionBuffer = null;

    /**
     * The vertex indices data for the current draw call.
     * @property _indices
     * @protected
     * @type {Float32Array}
     * @default null
     */
    this._indices = null;

    /**
     * The WebGL buffer attached to {{#crossLink "StageGL/_indices:property"}}{{/crossLink}}.
     * @property _textureIndexBuffer
     * @protected
     * @type {WebGLBuffer}
     * @default null
     */
    this._textureIndexBuffer = null;

    /**
     * The vertices data for the current draw call.
     * @property _alphas
     * @protected
     * @type {Float32Array}
     * @default null
     */
    this._alphas = null;

    /**
     * The WebGL buffer attached to {{#crossLink "StageGL/_alphas:property"}}{{/crossLink}}.
     * @property _alphaBuffer
     * @protected
     * @type {WebGLBuffer}
     * @default null
     */
    this._alphaBuffer = null;

    /**
     * An index based lookup of every WebGL Texture currently in use.
     * @property _drawTexture
     * @protected
     * @type {Array}
     */
    this._textureDictionary = [];

    /**
     * A string based lookup hash of which index a texture is stored at in the dictionary. The lookup string is
     * often the src url.
     * @property _textureIDs
     * @protected
     * @type {Object}
     */
    this._textureIDs = {};

    /**
     * An array of all the textures currently loaded into the GPU. The index in the array matches the GPU index.
     * @property _batchTextures
     * @protected
     * @type {Array}
     */
    this._batchTextures = [];

    /**
     * An array of all the simple filler textures used to prevent issues with missing textures in a batch.
     * @property _baseTextures
     * @protected
     * @type {Array}
     */
    this._baseTextures = [];

    /**
     * The number of concurrent textures the GPU can handle. This value is dynamically set from WebGL during initialization
     * via `gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)`. The WebGL spec states that the lowest guaranteed value is 8,
     * but it could be higher. Do not set this value higher than the value returned by the GPU. Setting it lower will
     * probably reduce performance, but may be advisable to reserve slots for custom filter work.
     * NOTE: Can also act as a length for {{#crossLink "StageGL/_batchTextures:property"}}.
     * @property _batchTextureCount
     * @protected
     * @type {Number}
     * @default 8
     */
    this._batchTextureCount = 8;

    /**
     * The location at which the last texture was inserted into a GPU slot in {{#crossLink "StageGL/_batchTextures:property"}}{{/crossLink}}.
     * Manual control of this variable can yield improvements in performance by intelligently replacing textures
     * inside a batch to reduce texture re-load. It is impossible to write automated general use code, as it requires
     * display list look ahead inspection and/or render foreknowledge.
     * @property _lastTextureInsert
     * @protected
     * @type {Number}
     * @default -1
     */
    this._lastTextureInsert = -1;

    /**
     * The current batch being drawn, A batch consists of a call to `drawElements` on the GPU. Many of these calls
     * can occur per draw.
     * @property _batchId
     * @protected
     * @type {Number}
     * @default 0
     */
    this._batchID = 0;

    /**
     * The current draw being performed, may contain multiple batches. Comparing to {{#crossLink "StageGL/_batchID:property"}}{{/crossLink}}
     * can reveal batching efficiency.
     * @property _drawID
     * @protected
     * @type {Number}
     * @default 0
     */
    this._drawID = 0;

    /**
     * Used to prevent textures in certain GPU slots from being replaced by an insert.
     * @property _slotBlackList
     * @protected
     * @type {Array}
     */
    this._slotBlacklist = [];

    /**
     * Used to prevent nested draw calls from accidentally overwriting drawing information by tracking depth.
     * @property _isDrawing
     * @protected
     * @type {Number}
     * @default 0
     */
    this._isDrawing = 0;

    /**
     * Used to ensure every canvas used as a texture source has a unique ID.
     * @property _lastTrackedCanvas
     * @protected
     * @type {Number}
     * @default 0
     */
    this._lastTrackedCanvas = 0;

    /**
     * Controls whether final rendering output of a {{#crossLink "cacheDraw"}}{{/crossLink}} is the canvas or a render
     * texture. See the {{#crossLink "cache"}}{{/crossLink}} function modifications for full implications and discussion.
     * @property isCacheControlled
     * @protected
     * @type {Boolean}
     * @default false
     * @todo LM: is this supposed to be _isCacheControlled since its private?
     */
    this.isCacheControlled = false;

    /**
     * Used to counter-position the object being cached so it aligns with the cache surface. Additionally ensures
     * that all rendering starts with a top level container.
     * @property _cacheContainer
     * @protected
     * @type {Container}
     * @default An instance of an EaselJS Container.
     */
    this._cacheContainer = new createjs.Container();

    // and begin
    this._initializeWebGL();
  }
  var p = createjs.extend(StageGL, createjs.Stage);

// static methods:
  /**
   * Calculate the U/V co-ordinate based info for sprite frames. Instead of pixel count it uses a 0-1 space. Also includes
   * the ability to get info back for a specific frame, or only calculate that one frame.
   *
   *     //generate UV rects for all entries
   *     StageGL.buildUVRects( spriteSheetA );
   *     //generate all, fetch the first
   *     var firstFrame = StageGL.buildUVRects( spriteSheetB, 0 );
   *     //generate the rect for just a single frame for performance's sake
   *     var newFrame = StageGL.buildUVRects( dynamicSpriteSheet, newFrameIndex, true );
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method buildUVRects
   * @param  {SpriteSheet} spritesheet The spritesheet to find the frames on
   * @param  {int} [target=-1] The index of the frame to return
   * @param  {Boolean} [onlyTarget=false] Whether "target" is the only frame that gets calculated
   * @static
   * @return {Object} the target frame if supplied and present or a generic frame {t, l, b, r}
   */
  StageGL.buildUVRects = function (spritesheet, target, onlyTarget) {
    if (!spritesheet || !spritesheet._frames) { return null; }
    if (target === undefined) { target = -1; }
    if (onlyTarget === undefined) { onlyTarget = false; }

    var start = (target != -1 && onlyTarget)?(target):(0);
    var end = (target != -1 && onlyTarget)?(target+1):(spritesheet._frames.length);
    for (var i=start; i<end; i++) {
      var f = spritesheet._frames[i];
      if (f.uvRect || f.image.width <= 0 || f.image.height <= 0) { continue; }

      var r = f.rect;
      f.uvRect = {
        t: r.y / f.image.height,
        l: r.x / f.image.width,
        b: (r.y + r.height) / f.image.height,
        r: (r.x + r.width) / f.image.width
      };
    }

    return spritesheet._frames[(target != -1) ? target : 0].uvRect || {t:0, l:0, b:1, r:1};
  };

  /**
   * Test a context to see if it has WebGL enabled on it.
   * @method isWebGLActive
   * @param {CanvasContext} ctx The context to test
   * @static
   * @return {Boolean} Whether WebGL is enabled
   */
  StageGL.isWebGLActive = function (ctx) {
    return ctx &&
      ctx instanceof WebGLRenderingContext &&
      typeof WebGLRenderingContext !== 'undefined';
  };

// static properties:
  /**
   * The number of properties defined per vertex (x, y, textureU, textureV, textureIndex, alpha)
   * @property VERTEX_PROPERTY_COUNT
   * @static
   * @final
   * @type {Number}
   * @default 6
   * @readonly
   */
  StageGL.VERTEX_PROPERTY_COUNT = 6;

  /**
   * The number of triangle indices it takes to form a Card. 3 per triangle, 2 triangles.
   * @property INDICIES_PER_CARD
   * @static
   * @final
   * @type {Number}
   * @default 6
   * @readonly
   */
  StageGL.INDICIES_PER_CARD = 6;

  /**
   * The default value for the maximum number of cards we want to process in a batch. See
   * {{#crossLink "StageGL/WEBGL_MAX_INDEX_NUM:property"}}{{/crossLink}} for a hard limit.
   * @property DEFAULT_MAX_BATCH_SIZE
   * @static
   * @final
   * @type {Number}
   * @default 10000
   * @readonly
   */
  StageGL.DEFAULT_MAX_BATCH_SIZE = 10000;

  /**
   * The maximum size WebGL allows for element index numbers. Uses a 16 bit unsigned integer. It takes 6 indices to
   * make a unique card.
   * @property WEBGL_MAX_INDEX_NUM
   * @static
   * @final
   * @type {Number}
   * @default 65536
   * @readonly
   */
  StageGL.WEBGL_MAX_INDEX_NUM = Math.pow(2, 16);

  /**
   * Default U/V rect for dealing with full coverage from an image source.
   * @property UV_RECT
   * @static
   * @final
   * @type {Object}
   * @default {t:0, l:0, b:1, r:1}
   * @readonly
   */
  StageGL.UV_RECT = {t:0, l:0, b:1, r:1};

  try {
    /**
     * Vertex positions for a card that covers the entire render. Used with render targets primarily.
     * @property COVER_VERT
     * @static
     * @final
     * @type {Float32Array}
     * @readonly
     */
    StageGL.COVER_VERT = new Float32Array([
      -1,		 1,		//TL
      1,		 1,		//TR
      -1,		-1,		//BL
      1,		 1,		//TR
      1,		-1,		//BR
      -1,		-1		//BL
    ]);

    /**
     * U/V for {{#crossLink "StageGL/COVER_VERT:property"}}{{/crossLink}}.
     * @property COVER_UV
     * @static
     * @final
     * @type {Float32Array}
     * @readonly
     */
    StageGL.COVER_UV = new Float32Array([
      0,		 0,		//TL
      1,		 0,		//TR
      0,		 1,		//BL
      1,		 0,		//TR
      1,		 1,		//BR
      0,		 1		//BL
    ]);

    /**
     * Flipped U/V for {{#crossLink "StageGL:COVER_VERT:property"}}{{/crossLink}}.
     * @property COVER_UV_FLIP
     * @static
     * @final
     * @type {Float32Array}
     * @readonly
     */
    StageGL.COVER_UV_FLIP = new Float32Array([
      0,		 1,		//TL
      1,		 1,		//TR
      0,		 0,		//BL
      1,		 1,		//TR
      1,		 0,		//BR
      0,		 0		//BL
    ]);
  } catch(e) { /* Breaking in older browsers, but those browsers wont run StageGL so no recovery or warning needed */ }

  /**
   * Portion of the shader that contains the "varying" properties required in both vertex and fragment shaders. The
   * regular shader is designed to render all expected objects. Shader code may contain templates that are replaced
   * pre-compile.
   * @property REGULAR_VARYING_HEADER
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.REGULAR_VARYING_HEADER = (
    "precision mediump float;" +
    "varying vec2 vTextureCoord;" +
    "varying lowp float indexPicker;" +
    "varying lowp float alphaValue;"
  );

  /**
   * Actual full header for the vertex shader. Includes the varying header. The regular shader is designed to render
   * all expected objects. Shader code may contain templates that are replaced pre-compile.
   * @property REGULAR_VERTEX_HEADER
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.REGULAR_VERTEX_HEADER = (
    StageGL.REGULAR_VARYING_HEADER +
    "attribute vec2 vertexPosition;" +
    "attribute vec2 uvPosition;" +
    "attribute lowp float textureIndex;" +
    "attribute lowp float objectAlpha;" +
    "uniform mat4 pMatrix;"
  );

  /**
   * Actual full header for the fragment shader. Includes the varying header. The regular shader is designed to render
   * all expected objects. Shader code may contain templates that are replaced pre-compile.
   * @property REGULAR_FRAGMENT_HEADER
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.REGULAR_FRAGMENT_HEADER = (
    StageGL.REGULAR_VARYING_HEADER +
    "uniform sampler2D uSampler[{{count}}];"
  );

  /**
   * Body of the vertex shader. The regular shader is designed to render all expected objects. Shader code may contain
   * templates that are replaced pre-compile.
   * @property REGULAR_VERTEX_BODY
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.REGULAR_VERTEX_BODY  = (
    "void main(void) {" +
    //DHG TODO: This doesn't work. Must be something wrong with the hand built matrix see js... bypass for now
    //vertexPosition, round if flag
    //"gl_Position = pMatrix * vec4(vertexPosition.x, vertexPosition.y, 0.0, 1.0);" +
    "gl_Position = vec4("+
    "(vertexPosition.x * pMatrix[0][0]) + pMatrix[3][0]," +
    "(vertexPosition.y * pMatrix[1][1]) + pMatrix[3][1]," +
    "pMatrix[3][2]," +
    "1.0" +
    ");" +
    "alphaValue = objectAlpha;" +
    "indexPicker = textureIndex;" +
    "vTextureCoord = uvPosition;" +
    "}"
  );

  /**
   * Body of the fragment shader. The regular shader is designed to render all expected objects. Shader code may
   * contain templates that are replaced pre-compile.
   * @property REGULAR_FRAGMENT_BODY
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.REGULAR_FRAGMENT_BODY = (
    "void main(void) {" +
    "vec4 color = vec4(1.0, 0.0, 0.0, 1.0);" +

    "if (indexPicker <= 0.5) {" +
    "color = texture2D(uSampler[0], vTextureCoord);" +
    "{{alternates}}" +
    "}" +

    "{{fragColor}}" +
    "}"
  );
  StageGL.REGULAR_FRAG_COLOR_NORMAL = (
    "gl_FragColor = vec4(color.rgb, color.a * alphaValue);"
  );
  StageGL.REGULAR_FRAG_COLOR_PREMULTIPLY = (
    "if(color.a > 0.0035) {" +		// 1/255 = 0.0039, so ignore any value below 1 because it's probably noise
    "gl_FragColor = vec4(color.rgb/color.a, color.a * alphaValue);" +
    "} else {" +
    "gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);" +
    "}"
  );

  //TODO: DHG: a real particle shader
  /**
   * @property PARTICLE_VERTEX_BODY
   * @todo
   * @final
   * @static
   * @type {String}
   * @readonly
   */
  StageGL.PARTICLE_VERTEX_BODY = (
    StageGL.REGULAR_VERTEX_BODY
  );
  /**
   * @property PARTICLE_FRAGMENT_BODY
   * @todo
   * @final
   * @static
   * @type {String}
   * @readonly
   */
  StageGL.PARTICLE_FRAGMENT_BODY = (
    StageGL.REGULAR_FRAGMENT_BODY
  );

  /**
   * Portion of the shader that contains the "varying" properties required in both vertex and fragment shaders. The
   * cover shader is designed to be a simple vertex/uv only texture render that covers the render surface. Shader
   * code may contain templates that are replaced pre-compile.
   * @property COVER_VARYING_HEADER
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.COVER_VARYING_HEADER = (
    "precision mediump float;" +

    "varying highp vec2 vRenderCoord;" +
    "varying highp vec2 vTextureCoord;"
  );

  /**
   * Actual full header for the vertex shader. Includes the varying header. The cover shader is designed to be a
   * simple vertex/uv only texture render that covers the render surface. Shader code may contain templates that are
   * replaced pre-compile.
   * @property COVER_VERTEX_HEADER
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.COVER_VERTEX_HEADER = (
    StageGL.COVER_VARYING_HEADER +
    "attribute vec2 vertexPosition;" +
    "attribute vec2 uvPosition;" +
    "uniform float uUpright;"
  );

  /**
   * Actual full header for the fragment shader. Includes the varying header. The cover shader is designed to be a
   * simple vertex/uv only texture render that covers the render surface. Shader code may contain templates that are
   * replaced pre-compile.
   * @property COVER_FRAGMENT_HEADER
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.COVER_FRAGMENT_HEADER = (
    StageGL.COVER_VARYING_HEADER +
    "uniform sampler2D uSampler;"
  );

  /**
   * Body of the vertex shader. The cover shader is designed to be a simple vertex/uv only texture render that covers
   * the render surface. Shader code may contain templates that are replaced pre-compile.
   * @property COVER_VERTEX_BODY
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.COVER_VERTEX_BODY  = (
    "void main(void) {" +
    "gl_Position = vec4(vertexPosition.x, vertexPosition.y, 0.0, 1.0);" +
    "vRenderCoord = uvPosition;" +
    "vTextureCoord = vec2(uvPosition.x, abs(uUpright - uvPosition.y));" +
    "}"
  );

  /**
   * Body of the fragment shader. The cover shader is designed to be a simple vertex/uv only texture render that
   * covers the render surface. Shader code may contain templates that are replaced pre-compile.
   * @property COVER_FRAGMENT_BODY
   * @static
   * @final
   * @type {String}
   * @readonly
   */
  StageGL.COVER_FRAGMENT_BODY = (
    "void main(void) {" +
    "vec4 color = texture2D(uSampler, vRenderCoord);" +
    "gl_FragColor = color;" +
    "}"
  );

// events:
  /**
   * Dispatched each update immediately before the canvas is cleared and the display list is drawn to it. You can call
   * {{#crossLink "Event/preventDefault"}}{{/crossLink}} on the event to cancel the draw.
   * @event drawstart
   */

  /**
   * Dispatched each update immediately after the display list is drawn to the canvas and the canvas context is restored.
   * @event drawend
   */

// getter / setters:
  p._get_isWebGL = function () {
    return !!this._webGLContext;
  };

  p._set_autoPurge = function (value) {
    value = isNaN(value)?1200:value;
    if (value != -1) {
      value = value<10?10:value;
    }
    this._autoPurge = value;
  };
  p._get_autoPurge = function () {
    return Number(this._autoPurge);
  };

  try {
    Object.defineProperties(p, {
      /**
       * Indicates whether WebGL is being used for rendering. For example, this would be `false` if WebGL is not
       * supported in the browser.
       * @property isWebGL
       * @type {Boolean}
       * @readonly
       */
      isWebGL: { get: p._get_isWebGL },

      /**
       * Specifies whether or not StageGL is automatically purging unused textures. Higher numbers purge less
       * often. Values below 10 are upgraded to 10, and -1 disables this feature.
       * @property autoPurge
       * @protected
       * @type {Integer}
       * @default 1000
       */
      autoPurge: { get: p._get_autoPurge, set: p._set_autoPurge }
    });
  } catch (e) {} // TODO: use Log


// constructor methods:
  /**
   * Create and properly initialize the WebGL instance.
   * @method _initializeWebGL
   * @protected
   * @return {WebGLRenderingContext}
   */
  p._initializeWebGL = function () {
    if (this.canvas) {
      if (!this._webGLContext || this._webGLContext.canvas !== this.canvas) {
        // A context hasn't been defined yet,
        // OR the defined context belongs to a different canvas, so reinitialize.

        // defaults and options
        var options = {
          depth: false, // Disable the depth buffer as it isn't used.
          alpha: this._transparent, // Make the canvas background transparent.
          stencil: true,
          antialias: this._antialias,
          premultipliedAlpha: this._premultiply, // Assume the drawing buffer contains colors with premultiplied alpha.
          preserveDrawingBuffer: this._preserveBuffer
        };

        var gl = this._webGLContext = this._fetchWebGLContext(this.canvas, options);
        if (!gl) { return null; }

        this.updateSimultaneousTextureCount(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS));
        this._maxTextureSlots = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
        this._createBuffers(gl);
        this._initTextures(gl);

        gl.disable(gl.DEPTH_TEST);
        gl.enable(gl.BLEND);
        gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
        gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, this._premultiply);
        //gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.NONE);

        this._webGLContext.clearColor(this._clearColor.r, this._clearColor.g, this._clearColor.b, this._clearColor.a);
        this.updateViewport(this._viewportWidth || this.canvas.width, this._viewportHeight || this.canvas.height);
      }
    } else {
      this._webGLContext = null;
    }
    return this._webGLContext;
  };

// public methods:
  /**
   * Docced in superclass
   */
  p.update = function (props) {
    if (!this.canvas) { return; }
    if (this.tickOnUpdate) { this.tick(props); }
    this.dispatchEvent("drawstart");
    if (this.autoClear) { this.clear(); }

    if (this._webGLContext) {
      // Use WebGL.
      this._batchDraw(this, this._webGLContext);
      if (this._autoPurge != -1 && !(this._drawID%((this._autoPurge/2)|0))) {
        this.purgeTextures(this._autoPurge);
      }
    } else {
      // Use 2D.
      var ctx = this.canvas.getContext("2d");
      ctx.save();
      this.updateContext(ctx);
      this.draw(ctx, false);
      ctx.restore();
    }
    this.dispatchEvent("drawend");
  };

  /**
   * Docced in superclass
   */
  p.clear = function () {
    if (!this.canvas) { return; }
    if (StageGL.isWebGLActive(this._webGLContext)) {
      var gl = this._webGLContext;
      var cc = this._clearColor;
      var adjust = this._transparent ? cc.a : 1.0;
      // Use WebGL settings; adjust for pre multiplied alpha appropriate to scenario
      this._webGLContext.clearColor(cc.r * adjust, cc.g * adjust, cc.b * adjust, adjust);
      gl.clear(gl.COLOR_BUFFER_BIT);
      this._webGLContext.clearColor(cc.r, cc.g, cc.b, cc.a);
    } else {
      // Use 2D.
      this.Stage_clear();
    }
  };

  /**
   * Draws the stage into the supplied context if possible. Many WebGL properties only exist on their context. As such
   * you cannot share contexts among many StageGLs and each context requires a unique StageGL instance. Contexts that
   * don't match the context managed by this StageGL will be treated as a 2D context.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D | WebGLRenderingContext} context The context object to draw into.
   * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For
   *  example, used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
   * @return {Boolean} If the draw was handled by this function
   */
  p.draw = function (context, ignoreCache) {
    if (context === this._webGLContext && StageGL.isWebGLActive(this._webGLContext)) {
      var gl = this._webGLContext;
      this._batchDraw(this, gl, ignoreCache);
      return true;
    } else {
      return this.Stage_draw(context, ignoreCache);
    }
  };

  /**
   * Draws the target into the correct context, be it a canvas or Render Texture using WebGL.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method cacheDraw
   * @param {DisplayObject} target The object we're drawing into cache.
   * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
   * @param {Array} filters The filters we're drawing into cache.
   * @param {BitmapCache} manager The BitmapCache instance looking after the cache
   * @return {Boolean} If the draw was handled by this function
   */
  p.cacheDraw = function (target, filters, manager) {
    if (StageGL.isWebGLActive(this._webGLContext)) {
      var gl = this._webGLContext;
      this._cacheDraw(gl, target, filters, manager);
      return true;
    } else {
      return false;
    }
  };

  /**
   * Blocks, or frees a texture "slot" on the GPU. Can be useful if you are overflowing textures. When overflowing
   * textures they are re-uploaded to the GPU every time they're encountered, this can be expensive with large textures.
   * By blocking the slot you reduce available slots, potentially increasing draw calls, but mostly you prevent a
   * texture being re-uploaded if it would have moved slots due to overflow.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * For example, block the slot a background image is stored in so there is less re-loading of that image.
   * @method protectTextureSlot
   * @param  {Number} id The slot to be affected
   * @param  {Boolean} [lock=false] Whether this slot is the one being locked.
   */
  p.protectTextureSlot = function (id, lock) {
    if (id > this._maxTextureSlots || id < 0) {
      throw "Slot outside of acceptable range";
    }
    this._slotBlacklist[id] = !!lock;
  };

  /**
   * Render textures can't draw into themselves so any item being used for renderTextures needs two to alternate between.
   * This function creates, gets, and toggles the render surface between the two.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method getTargetRenderTexture
   * @param  {DisplayObject} target The object associated with the render textures, usually a cached object.
   * @param  {Number} w The width to create the texture at.
   * @param  {Number} h The height to create the texture at.
   * @return {Objet}
   * @todo fill in return type
   */
  p.getTargetRenderTexture = function (target, w, h) {
    var result, toggle = false;
    var gl = this._webGLContext;
    if (target.__lastRT !== undefined && target.__lastRT === target.__rtA) { toggle = true; }
    if (!toggle) {
      if (target.__rtA === undefined) {
        target.__rtA = this.getRenderBufferTexture(w, h);
      } else {
        if (w != target.__rtA._width || h != target.__rtA._height) {
          this.resizeTexture(target.__rtA, w, h);
        }
        this.setTextureParams(gl);
      }
      result = target.__rtA;
    } else {
      if (target.__rtB === undefined) {
        target.__rtB = this.getRenderBufferTexture(w, h);
      } else {
        if (w != target.__rtB._width || h != target.__rtB._height) {
          this.resizeTexture(target.__rtB, w, h);
        }
        this.setTextureParams(gl);
      }
      result = target.__rtB;
    }
    if (!result) {
      throw "Problems creating render textures, known causes include using too much VRAM by not releasing WebGL texture instances";
    }
    target.__lastRT = result;
    return result;
  };

  /**
   * For every image encountered StageGL registers and tracks it automatically. This tracking can cause memory leaks
   * if not purged. StageGL, by default, automatically purges them. This does have a cost and may unfortunately find
   * false positives. This function is for manual management of this memory instead of the automatic system controlled
   * by the {{#crossLink "StageGL/autoPurge:property"}}{{/crossLink}} property.
   *
   * This function will recursively remove all textures found on the object, its children, cache, etc. It will uncache
   * objects and remove any texture it finds REGARDLESS of whether it is currently in use elsewhere. It is up to the
   * developer to ensure that a texture in use is not removed.
   *
   * Textures in use, or to be used again shortly, should not be removed. This is simply for performance reasons.
   * Removing a texture in use will cause the texture to have to be re-uploaded slowing rendering.
   * @method releaseTexture
   * @param  {DisplayObject | Texture | Image | Canvas} item An object that used the texture to be discarded.
   */
  p.releaseTexture = function (item) {
    var i, l;
    if (!item) { return; }

    // this is a container object
    if (item.children) {
      for (i = 0, l = item.children.length; i < l; i++) {
        this.releaseTexture(item.children[i]);
      }
    }

    // this has a cache canvas
    if (item.cacheCanvas) {
      item.uncache();
    }

    var foundImage = undefined;
    if (item._storeID !== undefined) {
      // this is a texture itself
      if (item === this._textureDictionary[item._storeID]) {
        this._killTextureObject(item);
        item._storeID = undefined;
        return;
      }

      // this is an image or canvas
      foundImage = item;
    } else if (item._webGLRenderStyle === 2) {
      // this is a Bitmap class
      foundImage = item.image;
    } else if (item._webGLRenderStyle === 1) {
      // this is a SpriteSheet, we can't tell which image we used from the list easily so remove them all!
      for (i = 0, l = item.spriteSheet._images.length; i < l; i++) {
        this.releaseTexture(item.spriteSheet._images[i]);
      }
      return;
    }

    // did we find anything
    if (foundImage === undefined) {
      if (this.vocalDebug) {
        console.log("No associated texture found on release");
      }
      return;
    }

    // remove it
    this._killTextureObject(this._textureDictionary[foundImage._storeID]);
    foundImage._storeID = undefined;
  };

  /**
   * Similar to {{#crossLink "releaseTexture"}}{{/crossLink}}, but this function differs by searching for textures to
   * release. It works by assuming that it can purge any texture which was last used more than "count" draw calls ago.
   * Because this process is unaware of the objects and whether they may be used on your stage, false positives can
   * occur. It is recommended to manually manage your memory with {{#crossLink "StageGL/releaseTexture"}}{{/crossLink}},
   * however, there are many use cases where this is simpler and error-free. This process is also run by default under
   * the hood to prevent leaks. To disable it see the {{#crossLink "StageGL/autoPurge:property"}}{{/crossLink}} property.
   * @method purgeTextures
   * @param {Number} [count=100] How many renders ago the texture was last used
   */
  p.purgeTextures = function (count) {
    if (count == undefined){ count = 100; }

    var dict = this._textureDictionary;
    var l = dict.length;
    for (var i= 0; i<l; i++) {
      var item = dict[i];
      if (!item) { continue; }
      if (item._drawID + count <= this._drawID) {	// use draw not batch as draw is more indicative of time
        this._killTextureObject(item);
      }
    }
  };

  /**
   * Try to set the max textures the system can handle. It should default to the hardware maximum, and lower values
   * may limit performance. Some devices have been known to mis-report their max textures, or you may need a standard
   * baseline cross devices for testing. Barring the previous suggestions, there is little need to call this function
   * as the library will automatically try to find the best value.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method updateSimultaneousTextureCount
   * @param {Number} [count=1] The number of textures intended for simultaneous loading.
   */
  p.updateSimultaneousTextureCount = function (count) {
    // TODO: DHG: make sure API works in all instances, may be some issues with buffers etc I haven't foreseen
    var gl = this._webGLContext;
    var success = false;

    if (count < 1 || isNaN(count)) { count = 1; }
    this._batchTextureCount = count;

    while (!success) {
      try {
        this._activeShader = this._fetchShaderProgram(gl);
        success = true;
      } catch(e) {
        if (this._batchTextureCount == 1) {
          throw "Cannot compile shader " + e;
        }

        this._batchTextureCount -= 4;
        if (this._batchTextureCount < 1) { this._batchTextureCount = 1; }

        if (this.vocalDebug) {
          console.log("Reducing desired texture count due to errors: " + this._batchTextureCount);
        }
      }
    }
  };

  /**
   * Update the WebGL viewport. Note that this does <strong>not</strong> update the canvas element's width/height, but
   * the render surface's instead. This is necessary after manually resizing the canvas element on the DOM to avoid a
   * up/down scaled render.
   * @method updateViewport
   * @param {Integer} width The width of the render surface in pixels.
   * @param {Integer} height The height of the render surface in pixels.
   */
  p.updateViewport = function (width, height) {
    this._viewportWidth = width|0;
    this._viewportHeight = height|0;
    var gl = this._webGLContext;

    if (gl) {
      gl.viewport(0, 0, this._viewportWidth, this._viewportHeight);

      // WebGL works with a -1,1 space on its screen. It also follows Y-Up
      // we need to flip the y, scale and then translate the co-ordinates to match this
      // additionally we offset into they Y so the polygons are inside the camera's "clipping" plane
      this._projectionMatrix = new Float32Array([
        2 / this._viewportWidth,	0,								0,							0,
        0,							-2 / this._viewportHeight,		1,							0,
        0,							0,								1,							0,
        -1,							1,								0.1,						0
      ]);
      // create the flipped version for use with render texture flipping
      // DHG: this would be a slice/clone but some platforms don't offer them for Float32Array
      this._projectionMatrixFlip = new Float32Array([0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0]);
      this._projectionMatrixFlip.set(this._projectionMatrix);
      this._projectionMatrixFlip[5] *= -1;
      this._projectionMatrixFlip[13] *= -1;
    }
  };

  /**
   * Fetches the shader compiled and set up to work with the provided filter/object. The shader is compiled on first
   * use and returned on subsequent calls.
   * @method getFilterShader
   * @param  {Filter|Object} filter The object which will provide the information needed to construct the filter shader.
   * @return {WebGLProgram}
   */
  p.getFilterShader = function (filter) {
    if (!filter) { filter = this; }

    var gl = this._webGLContext;
    var targetShader = this._activeShader;

    if (filter._builtShader) {
      targetShader = filter._builtShader;
      if (filter.shaderParamSetup) {
        gl.useProgram(targetShader);
        filter.shaderParamSetup(gl, this, targetShader);
      }
    } else {
      try {
        targetShader = this._fetchShaderProgram(
          gl, "filter",
          filter.VTX_SHADER_BODY, filter.FRAG_SHADER_BODY,
          filter.shaderParamSetup && filter.shaderParamSetup.bind(filter)
        );
        filter._builtShader = targetShader;
        targetShader._name = filter.toString();
      } catch (e) {
        console && console.log("SHADER SWITCH FAILURE", e);
      }
    }
    return targetShader;
  };

  /**
   * Returns a base texture that has no image or data loaded. Not intended for loading images. It may return `null`
   * in some error cases, and trying to use a "null" texture can cause renders to fail.
   * @method getBaseTexture
   * @param  {uint} [w=1] The width of the texture in pixels, defaults to 1
   * @param  {uint} [h=1] The height of the texture in pixels, defaults to 1
   */
  p.getBaseTexture = function (w, h) {
    var width = Math.ceil(w > 0 ? w : 1) || 1;
    var height = Math.ceil(h > 0 ? h : 1) || 1;

    var gl = this._webGLContext;
    var texture = gl.createTexture();
    this.resizeTexture(texture, width, height);
    this.setTextureParams(gl, false);

    return texture;
  };

  /**
   * Resizes a supplied texture element. May generate invalid textures in some error cases such as; when the texture
   * is too large, when an out of texture memory error occurs, or other error scenarios. Trying to use an invalid texture
   * can cause renders to hard stop on some devices. Check the WebGL bound texture after running this function.
   *
   * NOTE: The supplied texture must have been made with the WebGL "texImage2D" function, all default APIs in StageGL
   * use this, so this note only matters for library developers and plugins.
   *
   * @protected
   * @method resizeTexture
   * @param  {WebGLTexture} texture The GL Texture to be modified.
   * @param  {uint} [width=1] The width of the texture in pixels, defaults to 1
   * @param  {uint} [height=1] The height of the texture in pixels, defaults to 1
   */
  p.resizeTexture = function (texture, width,height) {
    var gl = this._webGLContext;
    gl.bindTexture(gl.TEXTURE_2D, texture);
    gl.texImage2D(
      gl.TEXTURE_2D,				// target
      0,							// level of detail
      gl.RGBA,					// internal format
      width, height, 0,			// width, height, border (only for array/null sourced textures)
      gl.RGBA,					// format (match internal format)
      gl.UNSIGNED_BYTE,			// type of texture(pixel color depth)
      null						// image data, we can do null because we're doing array data
    );
    texture.width = width;
    texture.height = height;
  };

  /**
   * Returns a base texture (see {{#crossLink "StageGL/getBaseTexture"}}{{/crossLink}}) for details. Also includes an
   * attached and linked render buffer in `texture._frameBuffer`. RenderTextures can be thought of as an internal
   * canvas on the GPU that can be drawn to.
   * @method getRenderBufferTexture
   * @param  {Number} w The width of the texture in pixels.
   * @param  {Number} h The height of the texture in pixels.
   * @return {Texture} the basic texture instance with a render buffer property.
   */
  p.getRenderBufferTexture = function (w, h) {
    var gl = this._webGLContext;

    // get the texture
    var renderTexture = this.getBaseTexture(w, h);
    if (!renderTexture) { return null; }

    // get the frame buffer
    var frameBuffer = gl.createFramebuffer();
    if (!frameBuffer) { return null; }

    // set its width and height for spoofing as an image
    renderTexture.width = w;
    renderTexture.height = h;

    // attach frame buffer to texture and provide cross links to look up each other
    gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, renderTexture, 0);
    frameBuffer._renderTexture = renderTexture;
    renderTexture._frameBuffer = frameBuffer;

    // these keep track of themselves simply to reduce complexity of some lookup code
    renderTexture._storeID = this._textureDictionary.length;
    this._textureDictionary[renderTexture._storeID] = renderTexture;

    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
    return renderTexture;
  };

  /**
   * Common utility function used to apply the correct texture processing parameters for the bound texture.
   * @method setTextureParams
   * @param  {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @param  {Boolean} [isPOT=false] Marks whether the texture is "Power of Two", this may allow better quality AA.
   */
  p.setTextureParams = function (gl, isPOT) {
    if (isPOT && this._antialias) {
      //non POT linear works in some devices, but performance is NOT good, investigate
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
    } else {
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
      gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
    }
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  };

  /**
   * Changes the webGL clear, aka "background" color to the provided value. A transparent clear is recommended, as
   * non-transparent colours may create undesired boxes around some visuals.
   *
   * The clear color will also be used for filters and other "render textures". The stage background will ignore the
   * transparency value and display a solid color normally. For the stage to recognize and use transparency it must be
   * created with the transparent flag set to `true` (see {{#crossLink "StageGL/constructor"}}{{/crossLink}})).
   *
   * Using "transparent white" to demonstrate, the valid data formats are as follows:
   * <ul>
   *     <li>"#FFF"</li>
   *     <li>"#FFFFFF"</li>
   *     <li>"#FFFFFF00"</li>
   *     <li>"rgba(255,255,255,0.0)"</li>
   * </ul>
   * @method setClearColor
   * @param {String|int} [color=0x00000000] The new color to use as the background
   */
  p.setClearColor = function (color) {
    var r, g, b, a, output;

    if (typeof color == "string") {
      if (color.indexOf("#") == 0) {
        if (color.length == 4) {
          color = "#" + color.charAt(1)+color.charAt(1) + color.charAt(2)+color.charAt(2) + color.charAt(3)+color.charAt(3)
        }
        r = Number("0x"+color.slice(1, 3))/255;
        g = Number("0x"+color.slice(3, 5))/255;
        b = Number("0x"+color.slice(5, 7))/255;
        a = Number("0x"+color.slice(7, 9))/255;
      } else if (color.indexOf("rgba(") == 0) {
        output = color.slice(5, -1).split(",");
        r = Number(output[0])/255;
        g = Number(output[1])/255;
        b = Number(output[2])/255;
        a = Number(output[3]);
      }
    } else {	// >>> is an unsigned shift which is what we want as 0x80000000 and up are negative values
      r = ((color & 0xFF000000) >>> 24)/255;
      g = ((color & 0x00FF0000) >>> 16)/255;
      b = ((color & 0x0000FF00) >>> 8)/255;
      a = (color & 0x000000FF)/255;
    }

    this._clearColor.r = r || 0;
    this._clearColor.g = g || 0;
    this._clearColor.b = b || 0;
    this._clearColor.a = a || 0;

    if (!this._webGLContext) { return; }
    this._webGLContext.clearColor(this._clearColor.r, this._clearColor.g, this._clearColor.b, this._clearColor.a);
  };

  /**
   * docced in subclass
   */
  p.toString = function () {
    return "[StageGL (name="+  this.name +")]";
  };

// private methods:
  /**
   * Sets up and returns the WebGL context for the canvas. May return undefined in error scenarios. These can include
   * situations where the canvas element already has a context, 2D or GL.
   * @param  {Canvas} canvas The DOM canvas element to attach to
   * @param  {Object} options The options to be handed into the WebGL object, see WebGL spec
   * @method _fetchWebGLContext
   * @protected
   * @return {WebGLRenderingContext} The WebGL context, may return undefined in error scenarios
   */
  p._fetchWebGLContext = function (canvas, options) {
    var gl;

    try {
      gl = canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options);
    } catch (e) {
      // don't do anything in catch, null check will handle it
    }

    if (!gl) {
      var msg = "Could not initialize WebGL";
      console.error?console.error(msg):console.log(msg);
    } else {
      gl.viewportWidth = canvas.width;
      gl.viewportHeight = canvas.height;
    }

    return gl;
  };

  /**
   * Create the completed Shader Program from the vertex and fragment shaders. Allows building of custom shaders for
   * filters. Once compiled, shaders are saved so. If the Shader code requires dynamic alterations re-run this function
   * to generate a new shader.
   * @method _fetchShaderProgram
   * @param  {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @param  {String} [shaderName="regular"] Working values: "regular", "override", and "filter". Which type of shader to build.
   * Filter and override both accept the custom params. Regular and override have all features. Filter is a special case reduced feature shader meant to be over-ridden.
   * @param  {String} [customVTX] Extra vertex shader information to replace a regular draw, see
   * {{#crossLink "StageGL/COVER_VERTEX_BODY"}}{{/crossLink}} for default and {{#crossLink "Filter"}}{{/crossLink}} for examples.
   * @param  {String} [customFRAG] Extra fragment shader information to replace a regular draw, see
   * {{#crossLink "StageGL/COVER_FRAGMENT_BODY"}}{{/crossLink}} for default and {{#crossLink "Filter"}}{{/crossLink}} for examples.
   * @param  {Function} [shaderParamSetup] Function to run so custom shader parameters can get applied for the render.
   * @protected
   * @return {WebGLProgram} The compiled and linked shader
   */
  p._fetchShaderProgram = function (gl, shaderName, customVTX, customFRAG, shaderParamSetup) {
    gl.useProgram(null);		// safety to avoid collisions

    // build the correct shader string out of the right headers and bodies
    var targetFrag, targetVtx;
    switch (shaderName) {
      case "filter":
        targetVtx = StageGL.COVER_VERTEX_HEADER + (customVTX || StageGL.COVER_VERTEX_BODY);
        targetFrag = StageGL.COVER_FRAGMENT_HEADER + (customFRAG || StageGL.COVER_FRAGMENT_BODY);
        break;
      case "particle": //TODO
        targetVtx = StageGL.REGULAR_VERTEX_HEADER + StageGL.PARTICLE_VERTEX_BODY;
        targetFrag = StageGL.REGULAR_FRAGMENT_HEADER + StageGL.PARTICLE_FRAGMENT_BODY;
        break;
      case "override":
        targetVtx = StageGL.REGULAR_VERTEX_HEADER + (customVTX || StageGL.REGULAR_VERTEX_BODY);
        targetFrag = StageGL.REGULAR_FRAGMENT_HEADER + (customFRAG || StageGL.REGULAR_FRAGMENT_BODY);
        break;
      case "regular":
      default:
        targetVtx = StageGL.REGULAR_VERTEX_HEADER + StageGL.REGULAR_VERTEX_BODY;
        targetFrag = StageGL.REGULAR_FRAGMENT_HEADER + StageGL.REGULAR_FRAGMENT_BODY;
        break;
    }

    // create the separate vars
    var vertexShader = this._createShader(gl, gl.VERTEX_SHADER, targetVtx);
    var fragmentShader = this._createShader(gl, gl.FRAGMENT_SHADER, targetFrag);

    // link them together
    var shaderProgram = gl.createProgram();
    gl.attachShader(shaderProgram, vertexShader);
    gl.attachShader(shaderProgram, fragmentShader);
    gl.linkProgram(shaderProgram);
    shaderProgram._type = shaderName;

    // check compile status
    if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
      gl.useProgram(this._activeShader);
      throw gl.getProgramInfoLog(shaderProgram);
    }

    // set up the parameters on the shader
    gl.useProgram(shaderProgram);
    switch (shaderName) {
      case "filter":
        // get the places in memory the shader is stored so we can feed information into them
        // then save it off on the shader because it's so tied to the shader itself
        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);

        shaderProgram.uvPositionAttribute = gl.getAttribLocation(shaderProgram, "uvPosition");
        gl.enableVertexAttribArray(shaderProgram.uvPositionAttribute);

        shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
        gl.uniform1i(shaderProgram.samplerUniform, 0);

        shaderProgram.uprightUniform = gl.getUniformLocation(shaderProgram, "uUpright");
        gl.uniform1f(shaderProgram.uprightUniform, 0);

        // if there's some custom attributes be sure to hook them up
        if (shaderParamSetup) {
          shaderParamSetup(gl, this, shaderProgram);
        }
        break;
      case "override":
      case "particle":
      case "regular":
      default:
        // get the places in memory the shader is stored so we can feed information into them
        // then save it off on the shader because it's so tied to the shader itself
        shaderProgram.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "vertexPosition");
        gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);

        shaderProgram.uvPositionAttribute = gl.getAttribLocation(shaderProgram, "uvPosition");
        gl.enableVertexAttribArray(shaderProgram.uvPositionAttribute);

        shaderProgram.textureIndexAttribute = gl.getAttribLocation(shaderProgram, "textureIndex");
        gl.enableVertexAttribArray(shaderProgram.textureIndexAttribute);

        shaderProgram.alphaAttribute = gl.getAttribLocation(shaderProgram, "objectAlpha");
        gl.enableVertexAttribArray(shaderProgram.alphaAttribute);

        var samplers = [];
        for (var i = 0; i < this._batchTextureCount; i++) {
          samplers[i] = i;
        }

        shaderProgram.samplerData = samplers;
        shaderProgram.samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
        gl.uniform1iv(shaderProgram.samplerUniform, samplers);

        shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram, "pMatrix");
        break;
    }

    gl.useProgram(this._activeShader);
    return shaderProgram;
  };

  /**
   * Creates a shader from the specified string replacing templates. Template items are defined via `{{` `key` `}}``.
   * @method _createShader
   * @param  {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @param  {Number} type The type of shader to create. gl.VERTEX_SHADER | gl.FRAGMENT_SHADER
   * @param  {String} str The definition for the shader.
   * @return {WebGLShader}
   * @protected
   */
  p._createShader = function (gl, type, str) {
    // inject the static number
    str = str.replace(/{{count}}/g, this._batchTextureCount);

    // resolve issue with no dynamic samplers by creating correct samplers in if else chain
    // TODO: WebGL 2.0 does not need this support
    var insert = "";
    for (var i = 1; i<this._batchTextureCount; i++) {
      insert += "} else if (indexPicker <= "+ i +".5) { color = texture2D(uSampler["+ i +"], vTextureCoord);";
    }
    str = str.replace(/{{alternates}}/g, insert);
    str = str.replace(/{{fragColor}}/g, this._premultiply ? StageGL.REGULAR_FRAG_COLOR_PREMULTIPLY : StageGL.REGULAR_FRAG_COLOR_NORMAL);

    // actually compile the shader
    var shader = gl.createShader(type);
    gl.shaderSource(shader, str);
    gl.compileShader(shader);

    // check compile status
    if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
      throw gl.getShaderInfoLog(shader);
    }

    return shader;
  };

  /**
   * Sets up the necessary vertex property buffers, including position and U/V.
   * @method _createBuffers
   * @param {WebGLRenderingContext} gl
   * @protected
   */
  p._createBuffers = function (gl) {
    var groupCount = this._maxCardsPerBatch * StageGL.INDICIES_PER_CARD;
    var groupSize, i, l;

    // INFO:
    // all buffers are created using this pattern
    // create a WebGL buffer
    // attach it to context
    // figure out how many parts it has to an entry
    // fill it with empty data to reserve the memory
    // attach the empty data to the GPU
    // track the sizes on the buffer object

    // INFO:
    // a single buffer may be optimal in some situations and would be approached like this,
    // currently not implemented due to lack of need and potential complications with drawCover

    // var vertexBuffer = this._vertexBuffer = gl.createBuffer();
    // gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
    // groupSize = 2 + 2 + 1 + 1; //x/y, u/v, index, alpha
    // var vertexData = this._vertexData = new Float32Array(groupCount * groupSize);
    // for (i=0; i<vertexData.length; i+=groupSize) {
    // 	vertexData[i+0] = vertexData[i+1] = 0;
    // 	vertexData[i+2] = vertexData[i+3] = 0.5;
    // 	vertexData[i+4] = 0;
    // 	vertexData[i+5] = 1;
    // }
    // vertexBuffer.itemSize = groupSize;
    // vertexBuffer.numItems = groupCount;
    // TODO bechmark and test using unified buffer

    // the actual position information
    var vertexPositionBuffer = this._vertexPositionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
    groupSize = 2;
    var vertices = this._vertices = new Float32Array(groupCount * groupSize);
    for (i=0, l=vertices.length; i<l; i+=groupSize) { vertices[i] = vertices[i+1] = 0; }
    gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.DYNAMIC_DRAW);
    vertexPositionBuffer.itemSize = groupSize;
    vertexPositionBuffer.numItems = groupCount;

    // where on the texture it gets its information
    var uvPositionBuffer = this._uvPositionBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, uvPositionBuffer);
    groupSize = 2;
    var uvs = this._uvs = new Float32Array(groupCount * groupSize);
    for (i=0, l=uvs.length; i<l; i+=groupSize) { uvs[i] = uvs[i+1] = 0; }
    gl.bufferData(gl.ARRAY_BUFFER, uvs, gl.DYNAMIC_DRAW);
    uvPositionBuffer.itemSize = groupSize;
    uvPositionBuffer.numItems = groupCount;

    // what texture it should use
    var textureIndexBuffer = this._textureIndexBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, textureIndexBuffer);
    groupSize = 1;
    var indices = this._indices = new Float32Array(groupCount * groupSize);
    for (i=0, l=indices.length; i<l; i++) { indices[i] = 0; }
    gl.bufferData(gl.ARRAY_BUFFER, indices, gl.DYNAMIC_DRAW);
    textureIndexBuffer.itemSize = groupSize;
    textureIndexBuffer.numItems = groupCount;

    // what alpha it should have
    var alphaBuffer = this._alphaBuffer = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, alphaBuffer);
    groupSize = 1;
    var alphas = this._alphas = new Float32Array(groupCount * groupSize);
    for (i=0, l=alphas.length; i<l; i++) { alphas[i] = 1; }
    gl.bufferData(gl.ARRAY_BUFFER, alphas, gl.DYNAMIC_DRAW);
    alphaBuffer.itemSize = groupSize;
    alphaBuffer.numItems = groupCount;
  };

  /**
   * Do all the setup steps for textures in the system.
   * @method _initTextures
   * @protected
   */
  p._initTextures = function () {
    //TODO: DHG: add a cleanup routine in here in case this happens mid stream

    // reset counters
    this._lastTextureInsert = -1;

    // clear containers
    this._textureDictionary = [];
    this._textureIDs = {};
    this._baseTextures = [];
    this._batchTextures = [];

    // fill in blanks as it helps the renderer be stable while textures are loading and reduces need for safety code
    for (var i=0; i<this._batchTextureCount;i++) {
      var tex = this.getBaseTexture();
      this._baseTextures[i] = this._batchTextures[i] = tex;
      if (!tex) {
        throw "Problems creating basic textures, known causes include using too much VRAM by not releasing WebGL texture instances";
      }
    }
  };

  /**
   * Load a specific texture, accounting for potential delay, as it might not be preloaded.
   * @method _loadTextureImage
   * @param {WebGLRenderingContext} gl
   * @param {Image} image Actual image to be loaded
   * @return {WebGLTexture} The resulting Texture object
   * @protected
   */
  p._loadTextureImage = function (gl, image) {
    var src = image.src;

    if (!src) {
      // one time canvas property setup
      image._isCanvas = true;
      src = image.src = "canvas_" + this._lastTrackedCanvas++;
    }

    // put the texture into our storage system
    var storeID = this._textureIDs[src];
    if (storeID === undefined) {
      storeID = this._textureIDs[src] = this._textureDictionary.length;
    }
    if (this._textureDictionary[storeID] === undefined) {
      this._textureDictionary[storeID] = this.getBaseTexture();
    }

    var texture = this._textureDictionary[storeID];

    if (texture) {
      // get texture params all set up
      texture._batchID = this._batchID;
      texture._storeID = storeID;
      texture._imageData = image;
      this._insertTextureInBatch(gl, texture);

      // get the data into the texture or wait for it to load
      image._storeID = storeID;
      if (image.complete || image.naturalWidth || image._isCanvas) {	// is it already loaded
        this._updateTextureImageData(gl, image);
      } else  {
        image.addEventListener("load", this._updateTextureImageData.bind(this, gl, image));
      }
    } else {
      // we really really should have a texture, try to recover the error by using a saved empty texture so we don't crash
      var msg = "Problem creating desired texture, known causes include using too much VRAM by not releasing WebGL texture instances";
      (console.error && console.error(msg)) || console.log(msg);

      texture = this._baseTextures[0];
      texture._batchID = this._batchID;
      texture._storeID = -1;
      texture._imageData = texture;
      this._insertTextureInBatch(gl, texture);
    }

    return texture;
  };

  /**
   * Necessary to upload the actual image data to the GPU. Without this the texture will be blank. Called automatically
   * in most cases due to loading and caching APIs. Flagging an image source with `_invalid = true` will trigger this
   * next time the image is rendered.
   * @param {WebGLRenderingContext} gl
   * @param {Image | Canvas} image The image data to be uploaded
   * @protected
   */
  p._updateTextureImageData = function (gl, image) {
    // the bitwise & is intentional, cheap exponent 2 check
    var isNPOT = (image.width & image.width-1) || (image.height & image.height-1);
    var texture = this._textureDictionary[image._storeID];

    gl.activeTexture(gl.TEXTURE0 + texture._activeIndex);
    gl.bindTexture(gl.TEXTURE_2D, texture);

    texture.isPOT = !isNPOT;
    this.setTextureParams(gl, texture.isPOT);

    try {
      gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
    } catch(e) {
      var errString = "\nAn error has occurred. This is most likely due to security restrictions on WebGL images with local or cross-domain origins";
      if(console.error) {
        //TODO: LM: I recommend putting this into a log function internally, since you do it so often, and each is implemented differently.
        console.error(errString);
        console.error(e);
      } else if (console) {
        console.log(errString);
        console.log(e);
      }
    }

    image._invalid = false;

    texture._w = image.width;
    texture._h = image.height;

    if (this.vocalDebug) {
      if (isNPOT) {
        console.warn("NPOT(Non Power of Two) Texture: "+ image.src);
      }
      if (image.width > gl.MAX_TEXTURE_SIZE || image.height > gl.MAX_TEXTURE_SIZE){
        console && console.error("Oversized Texture: "+ image.width+"x"+image.height +" vs "+ gl.MAX_TEXTURE_SIZE +"max");
      }
    }
  };

  /**
   * Adds the texture to a spot in the current batch, forcing a draw if no spots are free.
   * @method _insertTextureInBatch
   * @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @param {WebGLTexture} texture The texture to be inserted.
   * @protected
   */
  p._insertTextureInBatch = function (gl, texture) {
    // if it wasn't used last batch
    if (this._batchTextures[texture._activeIndex] !== texture) {
      // we've got to find it a a spot.
      var found = -1;
      var start = (this._lastTextureInsert+1) % this._batchTextureCount;
      var look = start;
      do {
        if (this._batchTextures[look]._batchID != this._batchID && !this._slotBlacklist[look]) {
          found = look;
          break;
        }
        look = (look+1) % this._batchTextureCount;
      } while (look !== start);

      // we couldn't find anywhere for it go, meaning we're maxed out
      if (found === -1) {
        this.batchReason = "textureOverflow";
        this._drawBuffers(gl);		// <------------------------------------------------------------------------
        this.batchCardCount = 0;
        found = start;
      }

      // lets put it into that spot
      this._batchTextures[found] = texture;
      texture._activeIndex = found;
      var image = texture._imageData;
      if (image && image._invalid && texture._drawID !== undefined) {
        this._updateTextureImageData(gl, image);
      } else {
        gl.activeTexture(gl.TEXTURE0 + found);
        gl.bindTexture(gl.TEXTURE_2D, texture);
        this.setTextureParams(gl);
      }
      this._lastTextureInsert = found;
    } else {
      var image = texture._imageData;
      if (texture._storeID != undefined && image && image._invalid) {
        this._updateTextureImageData(gl, image);
      }
    }

    texture._drawID = this._drawID;
    texture._batchID = this._batchID;
  };

  /**
   * Remove and clean the texture, expects a texture and is inflexible. Mostly for internal use, recommended to call
   * {{#crossLink "StageGL/releaseTexture"}}{{/crossLink}} instead as it will call this with the correct texture object(s).
   * Note: Testing shows this may not happen immediately, have to wait frames for WebGL to have actually adjust memory.
   * @method _killTextureObject
   * @param {Texture} tex The texture to be cleaned out
   * @protected
   */
  p._killTextureObject = function (tex) {
    if (!tex) { return; }
    var gl = this._webGLContext;

    // remove linkage
    if (tex._storeID !== undefined && tex._storeID >= 0) {
      this._textureDictionary[tex._storeID] = undefined;
      for (var n in this._textureIDs) {
        if (this._textureIDs[n] == tex._storeID) { delete this._textureIDs[n]; }
      }
      if(tex._imageData) { tex._imageData._storeID = undefined; }
      tex._imageData = tex._storeID = undefined;
    }

    // make sure to drop it out of an active slot
    if (tex._activeIndex !== undefined && this._batchTextures[tex._activeIndex] === tex) {
      this._batchTextures[tex._activeIndex] = this._baseTextures[tex._activeIndex];
    }

    // remove buffers if present
    try {
      if (tex._frameBuffer) { gl.deleteFramebuffer(tex._frameBuffer); }
      tex._frameBuffer = undefined;
    } catch(e) {
      /* suppress delete errors because it's already gone or didn't need deleting probably */
      if (this.vocalDebug) { console.log(e); }
    }

    // remove entry
    try {
      gl.deleteTexture(tex);
    } catch(e) {
      /* suppress delete errors because it's already gone or didn't need deleting probably */
      if (this.vocalDebug) { console.log(e); }
    }
  };

  /**
   * Store or restore current batch textures into a backup array
   * @method _backupBatchTextures
   * @param {Boolean} restore Perform a restore instead of a store.
   * @param {Array} [target=this._backupTextures] Where to perform the backup, defaults to internal backup.
   * @protected
   */
  p._backupBatchTextures = function (restore, target) {
    var gl = this._webGLContext;

    if (!this._backupTextures) { this._backupTextures = []; }
    if (target === undefined) { target = this._backupTextures; }

    for (var i=0; i<this._batchTextureCount; i++) {
      gl.activeTexture(gl.TEXTURE0 + i);
      if (restore) {
        this._batchTextures[i] = target[i];
      } else {
        target[i] = this._batchTextures[i];
        this._batchTextures[i] = this._baseTextures[i];
      }
      gl.bindTexture(gl.TEXTURE_2D, this._batchTextures[i]);
      this.setTextureParams(gl, this._batchTextures[i].isPOT);
    }

    if (restore && target === this._backupTextures) { this._backupTextures = []; }
  };

  /**
   * Begin the drawing process for a regular render.
   * @method _batchDraw
   * @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @param {Stage || Container} sceneGraph {{#crossLink "Container"}}{{/crossLink}} object with all that needs to rendered, preferably a Stage.
   * @param {Boolean} ignoreCache
   * @protected
   */
  p._batchDraw = function (sceneGraph, gl, ignoreCache) {
    if (this._isDrawing > 0) {
      this._drawBuffers(gl);
    }
    this._isDrawing++;
    this._drawID++;

    this.batchCardCount = 0;
    this.depth = 0;

    this._appendToBatchGroup(sceneGraph, gl, new createjs.Matrix2D(), this.alpha, ignoreCache);

    this.batchReason = "drawFinish";
    this._drawBuffers(gl);								// <--------------------------------------------------------
    this._isDrawing--;
  };

  /**
   * Perform the drawing process to fill a specific cache texture, including applying filters.
   * @method _cacheDraw
   * @param {DisplayObject} target The object we're drawing into the cache. For example, used for drawing the cache
   * (to prevent it from simply drawing an existing cache back into itself).
   * @param {Array} filters The filters we're drawing into cache.
   * @param {BitmapCache} manager The BitmapCache instance looking after the cache
   * @protected
   */
  p._cacheDraw = function (gl, target, filters, manager) {
    /*
		Implicitly there are 4 modes to this function: filtered-sameContext, filtered-uniqueContext, sameContext, uniqueContext.
		Each situation must be handled slightly differently as 'sameContext' or 'uniqueContext' define how the output works,
		one drawing directly into the main context and the other drawing into a stored renderTexture respectively.
		When the draw is a 'filtered' draw, the filters are applied sequentially and will draw into saved textures repeatedly.
		Once the final filter is done the final output is treated depending upon whether it is a same or unique context.
		The internal complexity comes from reducing over-draw, shared code, and issues like textures needing to be flipped
		sometimes when written to render textures.
		*/
    var renderTexture;
    var shaderBackup = this._activeShader;
    var blackListBackup = this._slotBlacklist;
    var lastTextureSlot = this._maxTextureSlots-1;
    var wBackup = this._viewportWidth, hBackup = this._viewportHeight;

    // protect the last slot so that we have somewhere to bind the renderTextures so it doesn't get upset
    this.protectTextureSlot(lastTextureSlot, true);

    // create offset container for drawing item
    var mtx = target.getMatrix();
    mtx = mtx.clone();
    mtx.scale(1/manager.scale, 1/manager.scale);
    mtx = mtx.invert();
    mtx.translate(-manager.offX/manager.scale*target.scaleX, -manager.offY/manager.scale*target.scaleY);
    var container = this._cacheContainer;
    container.children = [target];
    container.transformMatrix = mtx;

    this._backupBatchTextures(false);

    if (filters && filters.length) {
      this._drawFilters(target, filters, manager);
    } else {
      // is this for another stage or mine?
      if (this.isCacheControlled) {
        // draw item to canvas				I -> C
        gl.clear(gl.COLOR_BUFFER_BIT);
        this._batchDraw(container, gl, true);
      } else {
        gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
        target.cacheCanvas = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);
        renderTexture = target.cacheCanvas;

        // draw item to render texture		I -> T
        gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);
        this.updateViewport(manager._drawWidth, manager._drawHeight);
        this._projectionMatrix = this._projectionMatrixFlip;
        gl.clear(gl.COLOR_BUFFER_BIT);
        this._batchDraw(container, gl, true);

        gl.bindFramebuffer(gl.FRAMEBUFFER, null);
        this.updateViewport(wBackup, hBackup);
      }
    }

    this._backupBatchTextures(true);

    this.protectTextureSlot(lastTextureSlot, false);
    this._activeShader = shaderBackup;
    this._slotBlacklist = blackListBackup;
  };

  /**
   * Sub portion of _cacheDraw, split off for readability. Do not call independently.
   * @method _drawFilters
   * @param {DisplayObject} target The object we're drawing with a filter.
   * @param {Array} filters The filters we're drawing into cache.
   * @param {BitmapCache} manager The BitmapCache instance looking after the cache
   */
  p._drawFilters = function (target, filters, manager) {
    var gl = this._webGLContext;
    var renderTexture;
    var lastTextureSlot = this._maxTextureSlots-1;
    var wBackup = this._viewportWidth, hBackup = this._viewportHeight;

    var container = this._cacheContainer;
    var filterCount = filters.length;

    // we don't know which texture slot we're dealing with previously and we need one out of the way
    // once we're using that slot activate it so when we make and bind our RenderTexture it's safe there
    gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
    renderTexture = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);

    // draw item to render texture		I -> T
    gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);
    this.updateViewport(manager._drawWidth, manager._drawHeight);
    gl.clear(gl.COLOR_BUFFER_BIT);
    this._batchDraw(container, gl, true);

    // bind the result texture to slot 0 as all filters and cover draws assume original content is in slot 0
    gl.activeTexture(gl.TEXTURE0);
    gl.bindTexture(gl.TEXTURE_2D, renderTexture);
    this.setTextureParams(gl);

    var flipY = false;
    var i = 0, filter = filters[i];
    do { // this is safe because we wouldn't be in apply filters without a filter count of at least 1

      // swap to correct shader
      this._activeShader = this.getFilterShader(filter);
      if (!this._activeShader) { continue; }

      // now the old result is stored in slot 0, make a new render texture
      gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
      renderTexture = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);
      gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);

      // draw result to render texture	R -> T
      gl.viewport(0, 0, manager._drawWidth, manager._drawHeight);
      gl.clear(gl.COLOR_BUFFER_BIT);
      this._drawCover(gl, flipY);

      // bind the result texture to slot 0 as all filters and cover draws assume original content is in slot 0
      gl.activeTexture(gl.TEXTURE0);
      gl.bindTexture(gl.TEXTURE_2D, renderTexture);
      this.setTextureParams(gl);

      // use flipping to keep things upright, things already cancel out on a single filter
      // this needs to be here as multiPass is not accurate to _this_ frame until after shader acquisition
      if (filterCount > 1 || filters[0]._multiPass) {
        flipY = !flipY;
      }

      // work through the multipass if it's there, otherwise move on
      filter = filter._multiPass !== null ? filter._multiPass : filters[++i];
    } while (filter);

    // is this for another stage or mine
    if (this.isCacheControlled) {
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      this.updateViewport(wBackup, hBackup);

      // draw result to canvas			R -> C
      this._activeShader = this.getFilterShader(this);
      gl.clear(gl.COLOR_BUFFER_BIT);
      this._drawCover(gl, flipY);
    } else {
      //TODO: DHG: this is less than ideal. A flipped initial render for this circumstance might help. Adjust the perspective matrix?
      if (flipY) {
        gl.activeTexture(gl.TEXTURE0 + lastTextureSlot);
        renderTexture = this.getTargetRenderTexture(target, manager._drawWidth, manager._drawHeight);
        gl.bindFramebuffer(gl.FRAMEBUFFER, renderTexture._frameBuffer);

        this._activeShader = this.getFilterShader(this);
        gl.viewport(0, 0, manager._drawWidth, manager._drawHeight);
        gl.clear(gl.COLOR_BUFFER_BIT);
        this._drawCover(gl, !flipY);
      }
      gl.bindFramebuffer(gl.FRAMEBUFFER, null);
      this.updateViewport(wBackup, hBackup);

      // make sure the last texture is the active thing to draw
      target.cacheCanvas = renderTexture;
    }
  };

  /**
   * Add all the contents of a container to the pending buffers, called recursively on each container. This may
   * trigger a draw if a buffer runs out of space. This is the main workforce of the render loop.
   * @method _appendToBatchGroup
   * @param {Container} container The {{#crossLink "Container"}}{{/crossLink}} that contains everything to be drawn.
   * @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @param {Matrix2D} concatMtx The effective (concatenated) transformation matrix when beginning this container
   * @param {Number} concatAlpha The effective (concatenated) alpha when beginning this container
   * @param {Boolean} ignoreCache Don't use an element's cache during this draw
   * @protected
   */
  p._appendToBatchGroup = function (container, gl, concatMtx, concatAlpha, ignoreCache) {
    // sort out shared properties
    if (!container._glMtx) { container._glMtx = new createjs.Matrix2D(); }
    var cMtx = container._glMtx;
    cMtx.copy(concatMtx);
    if (container.transformMatrix) {
      cMtx.appendMatrix(container.transformMatrix);
    } else {
      cMtx.appendTransform(
        container.x, container.y,
        container.scaleX, container.scaleY,
        container.rotation, container.skewX, container.skewY,
        container.regX, container.regY
      );
    }

    // sub components of figuring out the position an object holds
    var subL, subT, subR, subB;

    // actually apply its data to the buffers
    var l = container.children.length;
    for (var i = 0; i < l; i++) {
      var item = container.children[i];

      if (!(item.visible && concatAlpha)) { continue; }
      if (!item.cacheCanvas || ignoreCache) {
        if (item._updateState){
          item._updateState();
        }
        if (item.children) {
          this._appendToBatchGroup(item, gl, cMtx, item.alpha * concatAlpha);
          continue;
        }
      }

      // check for overflowing batch, if yes then force a render
      // TODO: DHG: consider making this polygon count dependant for things like vector draws
      if (this.batchCardCount+1 > this._maxCardsPerBatch) {
        this.batchReason = "vertexOverflow";
        this._drawBuffers(gl);					// <------------------------------------------------------------
        this.batchCardCount = 0;
      }

      // keep track of concatenated position
      if (!item._glMtx) { item._glMtx = new createjs.Matrix2D(); }
      var iMtx = item._glMtx;
      iMtx.copy(cMtx);
      if (item.transformMatrix) {
        iMtx.appendMatrix(item.transformMatrix);
      } else {
        iMtx.appendTransform(
          item.x, item.y,
          item.scaleX, item.scaleY,
          item.rotation, item.skewX, item.skewY,
          item.regX, item.regY
        );
      }

      var uvRect, texIndex, image, frame, texture, src;
      var useCache = item.cacheCanvas && !ignoreCache;

      if (item._webGLRenderStyle === 2 || useCache) {			// BITMAP / Cached Canvas
        image = (ignoreCache?false:item.cacheCanvas) || item.image;
      } else if (item._webGLRenderStyle === 1) {											// SPRITE
        frame = item.spriteSheet.getFrame(item.currentFrame);	//TODO: Faster way?
        if (frame === null) { continue; }
        image = frame.image;
      } else {																			// MISC (DOM objects render themselves later)
        continue;
      }

      var uvs = this._uvs;
      var vertices = this._vertices;
      var texI = this._indices;
      var alphas = this._alphas;

      // calculate texture
      if (!image) { continue; }
      if (image._storeID === undefined) {
        // this texture is new to us so load it and add it to the batch
        texture = this._loadTextureImage(gl, image);
        this._insertTextureInBatch(gl, texture);
      } else {
        // fetch the texture (render textures know how to look themselves up to simplify this logic)
        texture = this._textureDictionary[image._storeID];
        if (!texture){
          if (this.vocalDebug){ console.log("Texture should not be looked up while not being stored."); }
          continue;
        }

        // put it in the batch if needed
        if (texture._batchID !== this._batchID) {
          this._insertTextureInBatch(gl, texture);
        }
      }
      texIndex = texture._activeIndex;

      if (item._webGLRenderStyle === 2 || useCache) {			// BITMAP / Cached Canvas
        if (!useCache && item.sourceRect) {
          // calculate uvs
          if (!item._uvRect) { item._uvRect = {}; }
          src = item.sourceRect;
          uvRect = item._uvRect;
          uvRect.t = (src.y)/image.height;
          uvRect.l = (src.x)/image.width;
          uvRect.b = (src.y + src.height)/image.height;
          uvRect.r = (src.x + src.width)/image.width;

          // calculate vertices
          subL = 0;							subT = 0;
          subR = src.width+subL;				subB = src.height+subT;
        } else {
          // calculate uvs
          uvRect = StageGL.UV_RECT;
          // calculate vertices
          if (useCache) {
            src = item.bitmapCache;
            subL = src.x+(src._filterOffX/src.scale);	subT = src.y+(src._filterOffY/src.scale);
            subR = (src._drawWidth/src.scale)+subL;		subB = (src._drawHeight/src.scale)+subT;
          } else {
            subL = 0;						subT = 0;
            subR = image.width+subL;		subB = image.height+subT;
          }
        }
      } else if (item._webGLRenderStyle === 1) {											// SPRITE
        var rect = frame.rect;

        // calculate uvs
        uvRect = frame.uvRect;
        if (!uvRect) {
          uvRect = StageGL.buildUVRects(item.spriteSheet, item.currentFrame, false);
        }

        // calculate vertices
        subL = -frame.regX;								subT = -frame.regY;
        subR = rect.width-frame.regX;					subB = rect.height-frame.regY;
      }

      // These must be calculated here else a forced draw might happen after they're set
      var offV1 = this.batchCardCount*StageGL.INDICIES_PER_CARD;		// offset for 1 component vectors
      var offV2 = offV1*2;											// offset for 2 component vectors

      //DHG: See Matrix2D.transformPoint for why this math specifically
      // apply vertices
      vertices[offV2] =		subL *iMtx.a + subT *iMtx.c +iMtx.tx;		vertices[offV2+1] =		subL *iMtx.b + subT *iMtx.d +iMtx.ty;
      vertices[offV2+2] =		subL *iMtx.a + subB *iMtx.c +iMtx.tx;		vertices[offV2+3] =		subL *iMtx.b + subB *iMtx.d +iMtx.ty;
      vertices[offV2+4] =		subR *iMtx.a + subT *iMtx.c +iMtx.tx;		vertices[offV2+5] =		subR *iMtx.b + subT *iMtx.d +iMtx.ty;
      vertices[offV2+6] =		vertices[offV2+2];							vertices[offV2+7] =		vertices[offV2+3];
      vertices[offV2+8] =		vertices[offV2+4];							vertices[offV2+9] =		vertices[offV2+5];
      vertices[offV2+10] =	subR *iMtx.a + subB *iMtx.c +iMtx.tx;		vertices[offV2+11] =	subR *iMtx.b + subB *iMtx.d +iMtx.ty;

      // apply uvs
      uvs[offV2] =	uvRect.l;			uvs[offV2+1] =	uvRect.t;
      uvs[offV2+2] =	uvRect.l;			uvs[offV2+3] =	uvRect.b;
      uvs[offV2+4] =	uvRect.r;			uvs[offV2+5] =	uvRect.t;
      uvs[offV2+6] =	uvRect.l;			uvs[offV2+7] =	uvRect.b;
      uvs[offV2+8] =	uvRect.r;			uvs[offV2+9] =	uvRect.t;
      uvs[offV2+10] =	uvRect.r;			uvs[offV2+11] =	uvRect.b;

      // apply texture
      texI[offV1] = texI[offV1+1] = texI[offV1+2] = texI[offV1+3] = texI[offV1+4] = texI[offV1+5] = texIndex;

      // apply alpha
      alphas[offV1] = alphas[offV1+1] = alphas[offV1+2] = alphas[offV1+3] = alphas[offV1+4] = alphas[offV1+5] = item.alpha * concatAlpha;

      this.batchCardCount++;
    }
  };

  /**
   * Draws all the currently defined cards in the buffer to the render surface.
   * @method _drawBuffers
   * @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @protected
   */
  p._drawBuffers = function (gl) {
    if (this.batchCardCount <= 0) { return; }	// prevents error logs on stages filled with un-renederable content.

    if (this.vocalDebug) {
      console.log("Draw["+ this._drawID +":"+ this._batchID +"] : "+ this.batchReason);
    }
    var shaderProgram = this._activeShader;
    var vertexPositionBuffer = this._vertexPositionBuffer;
    var textureIndexBuffer = this._textureIndexBuffer;
    var uvPositionBuffer = this._uvPositionBuffer;
    var alphaBuffer = this._alphaBuffer;

    gl.useProgram(shaderProgram);

    gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._vertices);

    gl.bindBuffer(gl.ARRAY_BUFFER, textureIndexBuffer);
    gl.vertexAttribPointer(shaderProgram.textureIndexAttribute, textureIndexBuffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._indices);

    gl.bindBuffer(gl.ARRAY_BUFFER, uvPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.uvPositionAttribute, uvPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._uvs);

    gl.bindBuffer(gl.ARRAY_BUFFER, alphaBuffer);
    gl.vertexAttribPointer(shaderProgram.alphaAttribute, alphaBuffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, this._alphas);

    gl.uniformMatrix4fv(shaderProgram.pMatrixUniform, gl.FALSE, this._projectionMatrix);

    for (var i = 0; i < this._batchTextureCount; i++) {
      var texture = this._batchTextures[i];
      gl.activeTexture(gl.TEXTURE0 + i);
      gl.bindTexture(gl.TEXTURE_2D, texture);
      this.setTextureParams(gl, texture.isPOT);
    }

    gl.drawArrays(gl.TRIANGLES, 0, this.batchCardCount*StageGL.INDICIES_PER_CARD);
    this._batchID++;
  };

  /**
   * Draws a card that covers the entire render surface. Mainly used for filters.
   * @method _drawBuffers
   * @param {WebGLRenderingContext} gl The canvas WebGL context object to draw into.
   * @param {Boolean} flipY Covers are used for things like RenderTextures and because of 3D vs Canvas space this can
   * end up meaning the `y` space sometimes requires flipping in the render.
   * @protected
   */
  p._drawCover = function (gl, flipY) {
    if (this._isDrawing > 0) {
      this._drawBuffers(gl);
    }

    if (this.vocalDebug) {
      console.log("Draw["+ this._drawID +":"+ this._batchID +"] : "+ "Cover");
    }
    var shaderProgram = this._activeShader;
    var vertexPositionBuffer = this._vertexPositionBuffer;
    var uvPositionBuffer = this._uvPositionBuffer;

    gl.clear(gl.COLOR_BUFFER_BIT);
    gl.useProgram(shaderProgram);

    gl.bindBuffer(gl.ARRAY_BUFFER, vertexPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.vertexPositionAttribute, vertexPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, StageGL.COVER_VERT);
    gl.bindBuffer(gl.ARRAY_BUFFER, uvPositionBuffer);
    gl.vertexAttribPointer(shaderProgram.uvPositionAttribute, uvPositionBuffer.itemSize, gl.FLOAT, false, 0, 0);
    gl.bufferSubData(gl.ARRAY_BUFFER, 0, flipY?StageGL.COVER_UV_FLIP:StageGL.COVER_UV);

    gl.uniform1i(shaderProgram.samplerUniform, 0);
    gl.uniform1f(shaderProgram.uprightUniform, flipY?0:1);

    gl.drawArrays(gl.TRIANGLES, 0, StageGL.INDICIES_PER_CARD);
  };

  createjs.StageGL = createjs.promote(StageGL, "Stage");
}());

//##############################################################################
// Bitmap.js
//##############################################################################

(function() {

  /**
   * A Bitmap represents an Image, Canvas, or Video in the display list. A Bitmap can be instantiated using an existing
   * HTML element, or a string.
   *
   * <h4>Example</h4>
   *
   * 	var bitmap = new createjs.Bitmap("imagePath.jpg");
   *
   * <strong>Notes:</strong>
   * <ol>
   * 	<li>When using a video source that may loop or seek, use a {{#crossLink "VideoBuffer"}}{{/crossLink}} object to
   * 	 prevent blinking / flashing.
   * 	<li>When a string path or image tag that is not yet loaded is used, the stage may need to be redrawn before it
   * 	 will be displayed.</li>
   * 	<li>Bitmaps with an SVG source currently will not respect an alpha value other than 0 or 1. To get around this,
   * 	the Bitmap can be cached.</li>
   * 	<li>Bitmaps with an SVG source will taint the canvas with cross-origin data, which prevents interactivity. This
   * 	happens in all browsers except recent Firefox builds.</li>
   * 	<li>Images loaded cross-origin will throw cross-origin security errors when interacted with using a mouse, using
   * 	methods such as `getObjectUnderPoint`, or using filters, or caching. You can get around this by setting
   * 	`crossOrigin` flags on your images before passing them to EaselJS, eg: `img.crossOrigin="Anonymous";`</li>
   * </ol>
   *
   * @class Bitmap
   * @extends DisplayObject
   * @constructor
   * @param {CanvasImageSource | String | Object} imageOrUri The source image to display. This can be a CanvasImageSource
   * (image, video, canvas), an object with a `getImage` method that returns a CanvasImageSource, or a string URL to an image.
   * If the latter, a new Image instance with the URL as its src will be used.
   **/
  function Bitmap(imageOrUri) {
    this.DisplayObject_constructor();


    // public properties:
    /**
     * The source image to display. This can be a CanvasImageSource
     * (image, video, canvas), an object with a `getImage` method that returns a CanvasImageSource, or a string URL to an image.
     * If the latter, a new Image instance with the URL as its src will be used.
     * @property image
     * @type CanvasImageSource | Object
     **/
    if (typeof imageOrUri == "string") {
      this.image = document.createElement("img");
      this.image.src = imageOrUri;
    } else {
      this.image = imageOrUri;
    }

    /**
     * Specifies an area of the source image to draw. If omitted, the whole image will be drawn.
     * Notes:
     * <ul>
     *     <li>that video sources must have a width / height set to work correctly with `sourceRect`</li>
     *     <li>Cached objects will ignore the `sourceRect` property</li>
     * </ul>
     * @property sourceRect
     * @type Rectangle
     * @default null
     */
    this.sourceRect = null;

    // private properties:
    /**
     * Docced in superclass.
     */
    this._webGLRenderStyle = createjs.DisplayObject._StageGL_BITMAP;
  }
  var p = createjs.extend(Bitmap, createjs.DisplayObject);


// public methods:
  /**
   * Constructor alias for backwards compatibility. This method will be removed in future versions.
   * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
   * @method initialize
   * @deprecated in favour of `createjs.promote()`
   **/
  p.initialize = Bitmap; // TODO: deprecated.

  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    var image = this.image;
    var hasContent = this.cacheCanvas || (image && (image.naturalWidth || image.getContext || image.readyState >= 2));
    return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
  };

  /**
   * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns true if the draw was handled (useful for overriding functionality).
   *
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache.
   * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
   * into itself).
   * @return {Boolean}
   **/
  p.draw = function(ctx, ignoreCache) {
    if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
    var img = this.image, rect = this.sourceRect;
    if (img.getImage) { img = img.getImage(); }
    if (!img) { return true; }
    if (rect) {
      // some browsers choke on out of bound values, so we'll fix them:
      var x1 = rect.x, y1 = rect.y, x2 = x1 + rect.width, y2 = y1 + rect.height, x = 0, y = 0, w = img.width, h = img.height;
      if (x1 < 0) { x -= x1; x1 = 0; }
      if (x2 > w) { x2 = w; }
      if (y1 < 0) { y -= y1; y1 = 0; }
      if (y2 > h) { y2 = h; }
      ctx.drawImage(img, x1, y1, x2-x1, y2-y1, x, y, x2-x1, y2-y1);
    } else {
      ctx.drawImage(img, 0, 0);
    }
    return true;
  };

  //Note, the doc sections below document using the specified APIs (from DisplayObject)  from
  //Bitmap. This is why they have no method implementations.

  /**
   * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
   * You should <b>not</b> cache Bitmap instances as it can degrade performance.
   *
   * <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
   * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
   * method.
   * @method cache
   **/

  /**
   * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
   * You should <b>not</b> cache Bitmap instances as it can degrade performance.
   *
   * <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
   * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
   * method.
   * @method updateCache
   **/

  /**
   * Because the content of a Bitmap is already in a simple format, cache is unnecessary for Bitmap instances.
   * You should <b>not</b> cache Bitmap instances as it can degrade performance.
   *
   * <strong>However: If you want to use a filter on a Bitmap, you <em>MUST</em> cache it, or it will not work.</strong>
   * To see the API for caching, please visit the DisplayObject {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
   * method.
   * @method uncache
   **/

  /**
   * Docced in superclass.
   */
  p.getBounds = function() {
    var rect = this.DisplayObject_getBounds();
    if (rect) { return rect; }
    var image = this.image, o = this.sourceRect || image;
    var hasContent = (image && (image.naturalWidth || image.getContext || image.readyState >= 2));
    return hasContent ? this._rectangle.setValues(0, 0, o.width, o.height) : null;
  };

  /**
   * Returns a clone of the Bitmap instance.
   * @method clone
   * @param {Boolean} node Whether the underlying dom element should be cloned as well.
   * @return {Bitmap} a clone of the Bitmap instance.
   **/
  p.clone = function(node) {
    var image = this.image;
    if(image && node){ image = image.cloneNode(); }
    var o = new Bitmap(image);
    if (this.sourceRect) { o.sourceRect = this.sourceRect.clone(); }
    this._cloneProps(o);
    return o;
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Bitmap (name="+  this.name +")]";
  };


  createjs.Bitmap = createjs.promote(Bitmap, "DisplayObject");
}());

//##############################################################################
// Sprite.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Displays a frame or sequence of frames (ie. an animation) from a SpriteSheet instance. A sprite sheet is a series of
   * images (usually animation frames) combined into a single image. For example, an animation consisting of 8 100x100
   * images could be combined into a 400x200 sprite sheet (4 frames across by 2 high). You can display individual frames,
   * play frames as an animation, and even sequence animations together.
   *
   * See the {{#crossLink "SpriteSheet"}}{{/crossLink}} class for more information on setting up frames and animations.
   *
   * <h4>Example</h4>
   *
   *      var instance = new createjs.Sprite(spriteSheet);
   *      instance.gotoAndStop("frameName");
   *
   * Until {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} or {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} is called,
   * only the first defined frame defined in the sprite sheet will be displayed.
   *
   * @class Sprite
   * @extends DisplayObject
   * @constructor
   * @param {SpriteSheet} spriteSheet The SpriteSheet instance to play back. This includes the source image(s), frame
   * dimensions, and frame data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information.
   * @param {String|Number} [frameOrAnimation] The frame number or animation to play initially.
   **/
  function Sprite(spriteSheet, frameOrAnimation) {
    this.DisplayObject_constructor();


    // public properties:
    /**
     * The frame index that will be drawn when draw is called. Note that with some {{#crossLink "SpriteSheet"}}{{/crossLink}}
     * definitions, this will advance non-sequentially. This will always be an integer value.
     * @property currentFrame
     * @type {Number}
     * @default 0
     * @readonly
     **/
    this.currentFrame = 0;

    /**
     * Returns the name of the currently playing animation.
     * @property currentAnimation
     * @type {String}
     * @final
     * @readonly
     **/
    this.currentAnimation = null;

    /**
     * Prevents the animation from advancing each tick automatically. For example, you could create a sprite
     * sheet of icons, set paused to true, and display the appropriate icon by setting <code>currentFrame</code>.
     * @property paused
     * @type {Boolean}
     * @default false
     **/
    this.paused = true;

    /**
     * The SpriteSheet instance to play back. This includes the source image, frame dimensions, and frame
     * data. See {{#crossLink "SpriteSheet"}}{{/crossLink}} for more information.
     * @property spriteSheet
     * @type {SpriteSheet}
     * @readonly
     **/
    this.spriteSheet = spriteSheet;

    /**
     * Specifies the current frame index within the currently playing animation. When playing normally, this will increase
     * from 0 to n-1, where n is the number of frames in the current animation.
     *
     * This could be a non-integer value if
     * using time-based playback (see {{#crossLink "Sprite/framerate"}}{{/crossLink}}, or if the animation's speed is
     * not an integer.
     * @property currentAnimationFrame
     * @type {Number}
     * @default 0
     **/
    this.currentAnimationFrame = 0;

    /**
     * By default Sprite instances advance one frame per tick. Specifying a framerate for the Sprite (or its related
     * SpriteSheet) will cause it to advance based on elapsed time between ticks as appropriate to maintain the target
     * framerate.
     *
     * For example, if a Sprite with a framerate of 10 is placed on a Stage being updated at 40fps, then the Sprite will
     * advance roughly one frame every 4 ticks. This will not be exact, because the time between each tick will
     * vary slightly between frames.
     *
     * This feature is dependent on the tick event object (or an object with an appropriate "delta" property) being
     * passed into {{#crossLink "Stage/update"}}{{/crossLink}}.
     * @property framerate
     * @type {Number}
     * @default 0
     **/
    this.framerate = 0;


    // private properties:
    /**
     * Current animation object.
     * @property _animation
     * @protected
     * @type {Object}
     * @default null
     **/
    this._animation = null;

    /**
     * Current frame index.
     * @property _currentFrame
     * @protected
     * @type {Number}
     * @default null
     **/
    this._currentFrame = null;

    /**
     * Skips the next auto advance. Used by gotoAndPlay to avoid immediately jumping to the next frame
     * @property _skipAdvance
     * @protected
     * @type {Boolean}
     * @default false
     **/
    this._skipAdvance = false;

    /**
     * Docced in superclass.
     */
    this._webGLRenderStyle = createjs.DisplayObject._StageGL_SPRITE;

    if (frameOrAnimation != null) { this.gotoAndPlay(frameOrAnimation); }
  }
  var p = createjs.extend(Sprite, createjs.DisplayObject);

  /**
   * Constructor alias for backwards compatibility. This method will be removed in future versions.
   * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
   * @method initialize
   * @deprecated in favour of `createjs.promote()`
   **/
  p.initialize = Sprite; // TODO: Deprecated. This is for backwards support of Flash/Animate spritesheet export.


// events:
  /**
   * Dispatched when an animation reaches its ends.
   * @event animationend
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @param {String} name The name of the animation that just ended.
   * @param {String} next The name of the next animation that will be played, or null. This will be the same as name if the animation is looping.
   * @since 0.6.0
   */

  /**
   * Dispatched any time the current frame changes. For example, this could be due to automatic advancement on a tick,
   * or calling gotoAndPlay() or gotoAndStop().
   * @event change
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   */


// public methods:
  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    var hasContent = this.cacheCanvas || this.spriteSheet.complete;
    return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
  };

  /**
   * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns true if the draw was handled (useful for overriding functionality).
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
   * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
   * into itself).
   **/
  p.draw = function(ctx, ignoreCache) {
    if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
    this._normalizeFrame();
    var o = this.spriteSheet.getFrame(this._currentFrame|0);
    if (!o) { return false; }
    var rect = o.rect;
    if (rect.width && rect.height) { ctx.drawImage(o.image, rect.x, rect.y, rect.width, rect.height, -o.regX, -o.regY, rect.width, rect.height); }
    return true;
  };

  //Note, the doc sections below document using the specified APIs (from DisplayObject)  from
  //Bitmap. This is why they have no method implementations.

  /**
   * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances.
   * You should not cache Sprite instances as it can degrade performance.
   * @method cache
   **/

  /**
   * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances.
   * You should not cache Sprite instances as it can degrade performance.
   * @method updateCache
   **/

  /**
   * Because the content of a Sprite is already in a raster format, cache is unnecessary for Sprite instances.
   * You should not cache Sprite instances as it can degrade performance.
   * @method uncache
   **/

  /**
   * Play (unpause) the current animation. The Sprite will be paused if either {{#crossLink "Sprite/stop"}}{{/crossLink}}
   * or {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} is called. Single frame animations will remain
   * unchanged.
   * @method play
   **/
  p.play = function() {
    this.paused = false;
  };

  /**
   * Stop playing a running animation. The Sprite will be playing if {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}}
   * is called. Note that calling {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}} or {{#crossLink "Sprite/play"}}{{/crossLink}}
   * will resume playback.
   * @method stop
   **/
  p.stop = function() {
    this.paused = true;
  };

  /**
   * Sets paused to false and plays the specified animation name, named frame, or frame number.
   * @method gotoAndPlay
   * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to
   * and begin playing.
   **/
  p.gotoAndPlay = function(frameOrAnimation) {
    this.paused = false;
    this._skipAdvance = true;
    this._goto(frameOrAnimation);
  };

  /**
   * Sets paused to true and seeks to the specified animation name, named frame, or frame number.
   * @method gotoAndStop
   * @param {String|Number} frameOrAnimation The frame number or animation name that the playhead should move to
   * and stop.
   **/
  p.gotoAndStop = function(frameOrAnimation) {
    this.paused = true;
    this._goto(frameOrAnimation);
  };

  /**
   * Advances the playhead. This occurs automatically each tick by default.
   * @param [time] {Number} The amount of time in ms to advance by. Only applicable if framerate is set on the Sprite
   * or its SpriteSheet.
   * @method advance
   */
  p.advance = function(time) {
    var fps = this.framerate || this.spriteSheet.framerate;
    var t = (fps && time != null) ? time/(1000/fps) : 1;
    this._normalizeFrame(t);
  };

  /**
   * Returns a {{#crossLink "Rectangle"}}{{/crossLink}} instance defining the bounds of the current frame relative to
   * the origin. For example, a 90 x 70 frame with <code>regX=50</code> and <code>regY=40</code> would return a
   * rectangle with [x=-50, y=-40, width=90, height=70]. This ignores transformations on the display object.
   *
   * Also see the SpriteSheet {{#crossLink "SpriteSheet/getFrameBounds"}}{{/crossLink}} method.
   * @method getBounds
   * @return {Rectangle} A Rectangle instance. Returns null if the frame does not exist, or the image is not fully
   * loaded.
   **/
  p.getBounds = function() {
    // TODO: should this normalizeFrame?
    return this.DisplayObject_getBounds() || this.spriteSheet.getFrameBounds(this.currentFrame, this._rectangle);
  };

  /**
   * Returns a clone of the Sprite instance. Note that the same SpriteSheet is shared between cloned
   * instances.
   * @method clone
   * @return {Sprite} a clone of the Sprite instance.
   **/
  p.clone = function() {
    return this._cloneProps(new Sprite(this.spriteSheet));
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Sprite (name="+  this.name +")]";
  };

// private methods:
  /**
   * @method _cloneProps
   * @param {Sprite} o
   * @return {Sprite} o
   * @protected
   **/
  p._cloneProps = function(o) {
    this.DisplayObject__cloneProps(o);
    o.currentFrame = this.currentFrame;
    o.currentAnimation = this.currentAnimation;
    o.paused = this.paused;
    o.currentAnimationFrame = this.currentAnimationFrame;
    o.framerate = this.framerate;

    o._animation = this._animation;
    o._currentFrame = this._currentFrame;
    o._skipAdvance = this._skipAdvance;
    return o;
  };

  /**
   * Advances the <code>currentFrame</code> if paused is not true. This is called automatically when the {{#crossLink "Stage"}}{{/crossLink}}
   * ticks.
   * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
   * @protected
   * @method _tick
   **/
  p._tick = function(evtObj) {
    if (!this.paused) {
      if (!this._skipAdvance) { this.advance(evtObj&&evtObj.delta); }
      this._skipAdvance = false;
    }
    this.DisplayObject__tick(evtObj);
  };


  /**
   * Normalizes the current frame, advancing animations and dispatching callbacks as appropriate.
   * @protected
   * @method _normalizeFrame
   **/
  p._normalizeFrame = function(frameDelta) {
    frameDelta = frameDelta || 0;
    var animation = this._animation;
    var paused = this.paused;
    var frame = this._currentFrame;
    var l;

    if (animation) {
      var speed = animation.speed || 1;
      var animFrame = this.currentAnimationFrame;
      l = animation.frames.length;
      if (animFrame + frameDelta * speed >= l) {
        var next = animation.next;
        if (this._dispatchAnimationEnd(animation, frame, paused, next, l - 1)) {
          // something changed in the event stack, so we shouldn't make any more changes here.
          return;
        } else if (next) {
          // sequence. Automatically calls _normalizeFrame again with the remaining frames.
          return this._goto(next, frameDelta - (l - animFrame) / speed);
        } else {
          // end.
          this.paused = true;
          animFrame = animation.frames.length - 1;
        }
      } else {
        animFrame += frameDelta * speed;
      }
      this.currentAnimationFrame = animFrame;
      this._currentFrame = animation.frames[animFrame | 0]
    } else {
      frame = (this._currentFrame += frameDelta);
      l = this.spriteSheet.getNumFrames();
      if (frame >= l && l > 0) {
        if (!this._dispatchAnimationEnd(animation, frame, paused, l - 1)) {
          // looped.
          if ((this._currentFrame -= l) >= l) { return this._normalizeFrame(); }
        }
      }
    }
    frame = this._currentFrame | 0;
    if (this.currentFrame != frame) {
      this.currentFrame = frame;
      this.dispatchEvent("change");
    }
  };

  /**
   * Dispatches the "animationend" event. Returns true if a handler changed the animation (ex. calling {{#crossLink "Sprite/stop"}}{{/crossLink}},
   * {{#crossLink "Sprite/gotoAndPlay"}}{{/crossLink}}, etc.)
   * @property _dispatchAnimationEnd
   * @private
   * @type {Function}
   **/
  p._dispatchAnimationEnd = function(animation, frame, paused, next, end) {
    var name = animation ? animation.name : null;
    if (this.hasEventListener("animationend")) {
      var evt = new createjs.Event("animationend");
      evt.name = name;
      evt.next = next;
      this.dispatchEvent(evt);
    }
    // did the animation get changed in the event stack?:
    var changed = (this._animation != animation || this._currentFrame != frame);
    // if the animation hasn't changed, but the sprite was paused, then we want to stick to the last frame:
    if (!changed && !paused && this.paused) { this.currentAnimationFrame = end; changed = true; }
    return changed;
  };

  /**
   * Moves the playhead to the specified frame number or animation.
   * @method _goto
   * @param {String|Number} frameOrAnimation The frame number or animation that the playhead should move to.
   * @param {Boolean} [frame] The frame of the animation to go to. Defaults to 0.
   * @protected
   **/
  p._goto = function(frameOrAnimation, frame) {
    this.currentAnimationFrame = 0;
    if (isNaN(frameOrAnimation)) {
      var data = this.spriteSheet.getAnimation(frameOrAnimation);
      if (data) {
        this._animation = data;
        this.currentAnimation = frameOrAnimation;
        this._normalizeFrame(frame);
      }
    } else {
      this.currentAnimation = this._animation = null;
      this._currentFrame = frameOrAnimation;
      this._normalizeFrame();
    }
  };


  createjs.Sprite = createjs.promote(Sprite, "DisplayObject");
}());

//##############################################################################
// Shape.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * A Shape allows you to display vector art in the display list. It composites a {{#crossLink "Graphics"}}{{/crossLink}}
   * instance which exposes all of the vector drawing methods. The Graphics instance can be shared between multiple Shape
   * instances to display the same vector graphics with different positions or transforms.
   *
   * If the vector art will not
   * change between draws, you may want to use the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} method to reduce the
   * rendering cost.
   *
   * <h4>Example</h4>
   *
   *      var graphics = new createjs.Graphics().beginFill("#ff0000").drawRect(0, 0, 100, 100);
   *      var shape = new createjs.Shape(graphics);
   *
   *      //Alternatively use can also use the graphics property of the Shape class to renderer the same as above.
   *      var shape = new createjs.Shape();
   *      shape.graphics.beginFill("#ff0000").drawRect(0, 0, 100, 100);
   *
   * @class Shape
   * @extends DisplayObject
   * @constructor
   * @param {Graphics} graphics Optional. The graphics instance to display. If null, a new Graphics instance will be created.
   **/
  function Shape(graphics) {
    this.DisplayObject_constructor();


    // public properties:
    /**
     * The graphics instance to display.
     * @property graphics
     * @type Graphics
     **/
    this.graphics = graphics ? graphics : new createjs.Graphics();
  }
  var p = createjs.extend(Shape, createjs.DisplayObject);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.


// public methods:
  /**
   * Returns true or false indicating whether the Shape would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the Shape would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    var hasContent = this.cacheCanvas || (this.graphics && !this.graphics.isEmpty());
    return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
  };

  /**
   * Draws the Shape into the specified context ignoring its visible, alpha, shadow, and transform. Returns true if
   * the draw was handled (useful for overriding functionality).
   *
   * <i>NOTE: This method is mainly for internal use, though it may be useful for advanced uses.</i>
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} [ignoreCache=false] Indicates whether the draw operation should ignore any current cache. For example,
   * used for drawing the cache (to prevent it from simply drawing an existing cache back into itself).
   * @return {Boolean}
   **/
  p.draw = function(ctx, ignoreCache) {
    if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
    this.graphics.draw(ctx, this);
    return true;
  };

  /**
   * Returns a clone of this Shape. Some properties that are specific to this instance's current context are reverted to
   * their defaults (for example .parent).
   * @method clone
   * @param {Boolean} recursive If true, this Shape's {{#crossLink "Graphics"}}{{/crossLink}} instance will also be
   * cloned. If false, the Graphics instance will be shared with the new Shape.
   **/
  p.clone = function(recursive) {
    var g = (recursive && this.graphics) ? this.graphics.clone() : this.graphics;
    return  this._cloneProps(new Shape(g));
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Shape (name="+  this.name +")]";
  };


  createjs.Shape = createjs.promote(Shape, "DisplayObject");
}());

//##############################################################################
// Text.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Display one or more lines of dynamic text (not user editable) in the display list. Line wrapping support (using the
   * lineWidth) is very basic, wrapping on spaces and tabs only. Note that as an alternative to Text, you can position HTML
   * text above or below the canvas relative to items in the display list using the {{#crossLink "DisplayObject/localToGlobal"}}{{/crossLink}}
   * method, or using {{#crossLink "DOMElement"}}{{/crossLink}}.
   *
   * <b>Please note that Text does not support HTML text, and can only display one font style at a time.</b> To use
   * multiple font styles, you will need to create multiple text instances, and position them manually.
   *
   * <h4>Example</h4>
   *
   *      var text = new createjs.Text("Hello World", "20px Arial", "#ff7700");
   *      text.x = 100;
   *      text.textBaseline = "alphabetic";
   *
   * CreateJS Text supports web fonts (the same rules as Canvas). The font must be loaded and supported by the browser
   * before it can be displayed.
   *
   * <strong>Note:</strong> Text can be expensive to generate, so cache instances where possible. Be aware that not all
   * browsers will render Text exactly the same.
   * @class Text
   * @extends DisplayObject
   * @constructor
   * @param {String} [text] The text to display.
   * @param {String} [font] The font style to use. Any valid value for the CSS font attribute is acceptable (ex. "bold
   * 36px Arial").
   * @param {String} [color] The color to draw the text in. Any valid value for the CSS color attribute is acceptable (ex.
   * "#F00", "red", or "#FF0000").
   **/
  function Text(text, font, color) {
    this.DisplayObject_constructor();


    // public properties:
    /**
     * The text to display.
     * @property text
     * @type String
     **/
    this.text = text;

    /**
     * The font style to use. Any valid value for the CSS font attribute is acceptable (ex. "bold 36px Arial").
     * @property font
     * @type String
     **/
    this.font = font;

    /**
     * The color to draw the text in. Any valid value for the CSS color attribute is acceptable (ex. "#F00"). Default is "#000".
     * It will also accept valid canvas fillStyle values.
     * @property color
     * @type String
     **/
    this.color = color;

    /**
     * The horizontal text alignment. Any of "start", "end", "left", "right", and "center". For detailed
     * information view the
     * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#text-styles">
     * whatwg spec</a>. Default is "left".
     * @property textAlign
     * @type String
     **/
    this.textAlign = "left";

    /**
     * The vertical alignment point on the font. Any of "top", "hanging", "middle", "alphabetic", "ideographic", or
     * "bottom". For detailed information view the <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#text-styles">
     * whatwg spec</a>. Default is "top".
     * @property textBaseline
     * @type String
     */
    this.textBaseline = "top";

    /**
     * The maximum width to draw the text. If maxWidth is specified (not null), the text will be condensed or
     * shrunk to make it fit in this width. For detailed information view the
     * <a href="http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#text-styles">
     * whatwg spec</a>.
     * @property maxWidth
     * @type Number
     */
    this.maxWidth = null;

    /**
     * If greater than 0, the text will be drawn as a stroke (outline) of the specified width.
     * @property outline
     * @type Number
     **/
    this.outline = 0;

    /**
     * Indicates the line height (vertical distance between baselines) for multi-line text. If null or 0,
     * the value of getMeasuredLineHeight is used.
     * @property lineHeight
     * @type Number
     **/
    this.lineHeight = 0;

    /**
     * Indicates the maximum width for a line of text before it is wrapped to multiple lines. If null,
     * the text will not be wrapped.
     * @property lineWidth
     * @type Number
     **/
    this.lineWidth = null;
  }
  var p = createjs.extend(Text, createjs.DisplayObject);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.


// static properties:
  /**
   * @property _workingContext
   * @type CanvasRenderingContext2D
   * @private
   **/
  var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"));
  if (canvas.getContext) { Text._workingContext = canvas.getContext("2d"); canvas.width = canvas.height = 1; }


// constants:
  /**
   * Lookup table for the ratio to offset bounds x calculations based on the textAlign property.
   * @property H_OFFSETS
   * @type Object
   * @protected
   * @static
   **/
  Text.H_OFFSETS = {start: 0, left: 0, center: -0.5, end: -1, right: -1};

  /**
   * Lookup table for the ratio to offset bounds y calculations based on the textBaseline property.
   * @property H_OFFSETS
   * @type Object
   * @protected
   * @static
   **/
  Text.V_OFFSETS = {top: 0, hanging: -0.01, middle: -0.4, alphabetic: -0.8, ideographic: -0.85, bottom: -1};


// public methods:
  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Whether the display object would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    var hasContent = this.cacheCanvas || (this.text != null && this.text !== "");
    return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0 && hasContent);
  };

  /**
   * Draws the Text into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns true if the draw was handled (useful for overriding functionality).
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
   * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
   * into itself).
   **/
  p.draw = function(ctx, ignoreCache) {
    if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }

    var col = this.color || "#000";
    if (this.outline) { ctx.strokeStyle = col; ctx.lineWidth = this.outline*1; }
    else { ctx.fillStyle = col; }

    this._drawText(this._prepContext(ctx));
    return true;
  };

  /**
   * Returns the measured, untransformed width of the text without wrapping. Use getBounds for a more robust value.
   * @method getMeasuredWidth
   * @return {Number} The measured, untransformed width of the text.
   **/
  p.getMeasuredWidth = function() {
    return this._getMeasuredWidth(this.text);
  };

  /**
   * Returns an approximate line height of the text, ignoring the lineHeight property. This is based on the measured
   * width of a "M" character multiplied by 1.2, which provides an approximate line height for most fonts.
   * @method getMeasuredLineHeight
   * @return {Number} an approximate line height of the text, ignoring the lineHeight property. This is
   * based on the measured width of a "M" character multiplied by 1.2, which approximates em for most fonts.
   **/
  p.getMeasuredLineHeight = function() {
    return this._getMeasuredWidth("M")*1.2;
  };

  /**
   * Returns the approximate height of multi-line text by multiplying the number of lines against either the
   * <code>lineHeight</code> (if specified) or {{#crossLink "Text/getMeasuredLineHeight"}}{{/crossLink}}. Note that
   * this operation requires the text flowing logic to run, which has an associated CPU cost.
   * @method getMeasuredHeight
   * @return {Number} The approximate height of the untransformed multi-line text.
   **/
  p.getMeasuredHeight = function() {
    return this._drawText(null,{}).height;
  };

  /**
   * Docced in superclass.
   */
  p.getBounds = function() {
    var rect = this.DisplayObject_getBounds();
    if (rect) { return rect; }
    if (this.text == null || this.text === "") { return null; }
    var o = this._drawText(null, {});
    var w = (this.maxWidth && this.maxWidth < o.width) ? this.maxWidth : o.width;
    var x = w * Text.H_OFFSETS[this.textAlign||"left"];
    var lineHeight = this.lineHeight||this.getMeasuredLineHeight();
    var y = lineHeight * Text.V_OFFSETS[this.textBaseline||"top"];
    return this._rectangle.setValues(x, y, w, o.height);
  };

  /**
   * Returns an object with width, height, and lines properties. The width and height are the visual width and height
   * of the drawn text. The lines property contains an array of strings, one for
   * each line of text that will be drawn, accounting for line breaks and wrapping. These strings have trailing
   * whitespace removed.
   * @method getMetrics
   * @return {Object} An object with width, height, and lines properties.
   **/
  p.getMetrics = function() {
    var o = {lines:[]};
    o.lineHeight = this.lineHeight || this.getMeasuredLineHeight();
    o.vOffset = o.lineHeight * Text.V_OFFSETS[this.textBaseline||"top"];
    return this._drawText(null, o, o.lines);
  };

  /**
   * Returns a clone of the Text instance.
   * @method clone
   * @return {Text} a clone of the Text instance.
   **/
  p.clone = function() {
    return this._cloneProps(new Text(this.text, this.font, this.color));
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Text (text="+  (this.text.length > 20 ? this.text.substr(0, 17)+"..." : this.text) +")]";
  };


// private methods:
  /**
   * @method _cloneProps
   * @param {Text} o
   * @protected
   * @return {Text} o
   **/
  p._cloneProps = function(o) {
    this.DisplayObject__cloneProps(o);
    o.textAlign = this.textAlign;
    o.textBaseline = this.textBaseline;
    o.maxWidth = this.maxWidth;
    o.outline = this.outline;
    o.lineHeight = this.lineHeight;
    o.lineWidth = this.lineWidth;
    return o;
  };

  /**
   * @method _getWorkingContext
   * @param {CanvasRenderingContext2D} ctx
   * @return {CanvasRenderingContext2D}
   * @protected
   **/
  p._prepContext = function(ctx) {
    ctx.font = this.font||"10px sans-serif";
    ctx.textAlign = this.textAlign||"left";
    ctx.textBaseline = this.textBaseline||"top";
    ctx.lineJoin = "miter";
    ctx.miterLimit = 2.5;
    return ctx;
  };

  /**
   * Draws multiline text.
   * @method _drawText
   * @param {CanvasRenderingContext2D} ctx
   * @param {Object} o
   * @param {Array} lines
   * @return {Object}
   * @protected
   **/
  p._drawText = function(ctx, o, lines) {
    var paint = !!ctx;
    if (!paint) {
      ctx = Text._workingContext;
      ctx.save();
      this._prepContext(ctx);
    }
    var lineHeight = this.lineHeight||this.getMeasuredLineHeight();

    var maxW = 0, count = 0;
    var hardLines = String(this.text).split(/(?:\r\n|\r|\n)/);
    for (var i=0, l=hardLines.length; i<l; i++) {
      var str = hardLines[i];
      var w = null;

      if (this.lineWidth != null && (w = ctx.measureText(str).width) > this.lineWidth) {
        // text wrapping:
        var words = str.split(/(\s)/);
        str = words[0];
        w = ctx.measureText(str).width;

        for (var j=1, jl=words.length; j<jl; j+=2) {
          // Line needs to wrap:
          var wordW = ctx.measureText(words[j] + words[j+1]).width;
          if (w + wordW > this.lineWidth) {
            if (paint) { this._drawTextLine(ctx, str, count*lineHeight); }
            if (lines) { lines.push(str); }
            if (w > maxW) { maxW = w; }
            str = words[j+1];
            w = ctx.measureText(str).width;
            count++;
          } else {
            str += words[j] + words[j+1];
            w += wordW;
          }
        }
      }

      if (paint) { this._drawTextLine(ctx, str, count*lineHeight); }
      if (lines) { lines.push(str); }
      if (o && w == null) { w = ctx.measureText(str).width; }
      if (w > maxW) { maxW = w; }
      count++;
    }

    if (o) {
      o.width = maxW;
      o.height = count*lineHeight;
    }
    if (!paint) { ctx.restore(); }
    return o;
  };

  /**
   * @method _drawTextLine
   * @param {CanvasRenderingContext2D} ctx
   * @param {String} text
   * @param {Number} y
   * @protected
   **/
  p._drawTextLine = function(ctx, text, y) {
    // Chrome 17 will fail to draw the text if the last param is included but null, so we feed it a large value instead:
    if (this.outline) { ctx.strokeText(text, 0, y, this.maxWidth||0xFFFF); }
    else { ctx.fillText(text, 0, y, this.maxWidth||0xFFFF); }
  };


  /**
   * @method _getMeasuredWidth
   * @param {String} text
   * @protected
   **/
  p._getMeasuredWidth = function(text) {
    var ctx = Text._workingContext;
    ctx.save();
    var w = this._prepContext(ctx).measureText(text).width;
    ctx.restore();
    return w;
  };


  createjs.Text = createjs.promote(Text, "DisplayObject");
}());

//##############################################################################
// BitmapText.js
//##############################################################################

(function () {
  "use strict";


// constructor:
  /**
   * Displays text using bitmap glyphs defined in a sprite sheet. Multi-line text is supported using new line characters,
   * but automatic wrapping is not supported. See the {{#crossLink "BitmapText/spriteSheet:property"}}{{/crossLink}}
   * property for more information on defining glyphs.
   *
   * <strong>Important:</strong> While BitmapText extends Container, it is not designed to be used as one.
   * As such, methods like addChild and removeChild are disabled.
   *
   *
   * @class BitmapText
   * @extends DisplayObject
   * @param {String} [text=""] The text to display.
   * @param {SpriteSheet} [spriteSheet=null] The spritesheet that defines the character glyphs.
   * @constructor
   **/
  function BitmapText(text, spriteSheet) {
    this.Container_constructor();


    // public properties:
    /**
     * The text to display.
     * @property text
     * @type String
     * @default ""
     **/
    this.text = text||"";

    /**
     * A SpriteSheet instance that defines the glyphs for this bitmap text. Each glyph/character
     * should have a single frame animation defined in the sprite sheet named the same as
     * corresponding character. For example, the following animation definition:
     *
     * 		"A": {frames: [0]}
     *
     * would indicate that the frame at index 0 of the spritesheet should be drawn for the "A" character. The short form
     * is also acceptable:
     *
     * 		"A": 0
     *
     * Note that if a character in the text is not found in the sprite sheet, it will also
     * try to use the alternate case (upper or lower).
     *
     * See SpriteSheet for more information on defining sprite sheet data.
     * @property spriteSheet
     * @type SpriteSheet
     * @default null
     **/
    this.spriteSheet = spriteSheet;

    /**
     * The height of each line of text. If 0, then it will use a line height calculated
     * by checking for the height of the "1", "T", or "L" character (in that order). If
     * those characters are not defined, it will use the height of the first frame of the
     * sprite sheet.
     * @property lineHeight
     * @type Number
     * @default 0
     **/
    this.lineHeight = 0;

    /**
     * This spacing (in pixels) will be added after each character in the output.
     * @property letterSpacing
     * @type Number
     * @default 0
     **/
    this.letterSpacing = 0;

    /**
     * If a space character is not defined in the sprite sheet, then empty pixels equal to
     * spaceWidth will be inserted instead. If 0, then it will use a value calculated
     * by checking for the width of the "1", "l", "E", or "A" character (in that order). If
     * those characters are not defined, it will use the width of the first frame of the
     * sprite sheet.
     * @property spaceWidth
     * @type Number
     * @default 0
     **/
    this.spaceWidth = 0;


    // private properties:
    /**
     * @property _oldProps
     * @type Object
     * @protected
     **/
    this._oldProps = {text:0,spriteSheet:0,lineHeight:0,letterSpacing:0,spaceWidth:0};

    /**
     * Used to track the object which this class attached listeners to, helps optimize listener attachment.
     * @property _oldStage
     * @type Stage
     * @protected
     */
    this._oldStage = null;
    /**
     * The event listener proxy triggered drawing draw for special circumstances.
     * @property _drawAction
     * @type function
     * @protected
     */
    this._drawAction = null;
  }
  var p = createjs.extend(BitmapText, createjs.Container);

// static properties:
  /**
   * BitmapText uses Sprite instances to draw text. To reduce the creation and destruction of instances (and thus garbage collection), it maintains
   * an internal object pool of sprite instances to reuse. Increasing this value can cause more sprites to be
   * retained, slightly increasing memory use, but reducing instantiation.
   * @property maxPoolSize
   * @type Number
   * @static
   * @default 100
   **/
  BitmapText.maxPoolSize = 100;

  /**
   * Sprite object pool.
   * @type {Array}
   * @static
   * @private
   */
  BitmapText._spritePool = [];


// public methods:
  /**
   * Docced in superclass.
   **/
  p.draw = function(ctx, ignoreCache) {
    if (this.DisplayObject_draw(ctx, ignoreCache)) { return; }
    this._updateState();
    this.Container_draw(ctx, ignoreCache);
  };

  /**
   * Docced in superclass.
   **/
  p.getBounds = function() {
    this._updateText();
    return this.Container_getBounds();
  };

  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    var hasContent = this.cacheCanvas || (this.spriteSheet && this.spriteSheet.complete && this.text);
    return !!(this.visible && this.alpha > 0 && this.scaleX !== 0 && this.scaleY !== 0 && hasContent);
  };

  p.clone = function() {
    return this._cloneProps(new BitmapText(this.text, this.spriteSheet));
  };

  /**
   * <strong>Disabled in BitmapText.</strong>
   * @method addChild
   **/
  /**
   * <strong>Disabled in BitmapText.</strong>
   * @method addChildAt
   **/
  /**
   * <strong>Disabled in BitmapText.</strong>
   * @method removeChild
   **/
  /**
   * <strong>Disabled in BitmapText.</strong>
   * @method removeChildAt
   **/
  /**
   * <strong>Disabled in BitmapText.</strong>
   * @method removeAllChildren
   **/
  p.addChild = p.addChildAt = p.removeChild = p.removeChildAt = p.removeAllChildren = function() {};


// private methods:
  /**
   * Docced in superclass.
   **/
  p._updateState = function() {
    this._updateText();
  };

  /**
   * @method _cloneProps
   * @param {BitmapText} o
   * @return {BitmapText} o
   * @protected
   **/
  p._cloneProps = function(o) {
    this.Container__cloneProps(o);
    o.lineHeight = this.lineHeight;
    o.letterSpacing = this.letterSpacing;
    o.spaceWidth = this.spaceWidth;
    return o;
  };

  /**
   * @method _getFrameIndex
   * @param {String} character
   * @param {SpriteSheet} spriteSheet
   * @return {Number}
   * @protected
   **/
  p._getFrameIndex = function(character, spriteSheet) {
    var c, o = spriteSheet.getAnimation(character);
    if (!o) {
      (character != (c = character.toUpperCase())) || (character != (c = character.toLowerCase())) || (c=null);
      if (c) { o = spriteSheet.getAnimation(c); }
    }
    return o && o.frames[0];
  };

  /**
   * @method _getFrame
   * @param {String} character
   * @param {SpriteSheet} spriteSheet
   * @return {Object}
   * @protected
   **/
  p._getFrame = function(character, spriteSheet) {
    var index = this._getFrameIndex(character, spriteSheet);
    return index == null ? index : spriteSheet.getFrame(index);
  };

  /**
   * @method _getLineHeight
   * @param {SpriteSheet} ss
   * @return {Number}
   * @protected
   **/
  p._getLineHeight = function(ss) {
    var frame = this._getFrame("1",ss) || this._getFrame("T",ss) || this._getFrame("L",ss) || ss.getFrame(0);
    return frame ? frame.rect.height : 1;
  };

  /**
   * @method _getSpaceWidth
   * @param {SpriteSheet} ss
   * @return {Number}
   * @protected
   **/
  p._getSpaceWidth = function(ss) {
    var frame = this._getFrame("1",ss) || this._getFrame("l",ss) || this._getFrame("e",ss) || this._getFrame("a",ss) || ss.getFrame(0);
    return frame ? frame.rect.width : 1;
  };

  /**
   * @method _updateText
   * @protected
   **/
  p._updateText = function() {
    var x=0, y=0, o=this._oldProps, change=false, spaceW=this.spaceWidth, lineH=this.lineHeight, ss=this.spriteSheet;
    var pool=BitmapText._spritePool, kids=this.children, childIndex=0, numKids=kids.length, sprite;

    for (var n in o) {
      if (o[n] != this[n]) {
        o[n] = this[n];
        change = true;
      }
    }
    if (!change) { return; }

    var hasSpace = !!this._getFrame(" ", ss);
    if (!hasSpace && !spaceW) { spaceW = this._getSpaceWidth(ss); }
    if (!lineH) { lineH = this._getLineHeight(ss); }

    for(var i=0, l=this.text.length; i<l; i++) {
      var character = this.text.charAt(i);
      if (character == " " && !hasSpace) {
        x += spaceW;
        continue;
      } else if (character=="\n" || character=="\r") {
        if (character=="\r" && this.text.charAt(i+1) == "\n") { i++; } // crlf
        x = 0;
        y += lineH;
        continue;
      }

      var index = this._getFrameIndex(character, ss);
      if (index == null) { continue; }

      if (childIndex < numKids) {
        sprite = kids[childIndex];
      } else {
        kids.push(sprite = pool.length ? pool.pop() : new createjs.Sprite());
        sprite.parent = this;
        numKids++;
      }
      sprite.spriteSheet = ss;
      sprite.gotoAndStop(index);
      sprite.x = x;
      sprite.y = y;
      childIndex++;

      x += sprite.getBounds().width + this.letterSpacing;
    }
    while (numKids > childIndex) {
      // faster than removeChild.
      pool.push(sprite = kids.pop());
      sprite.parent = null;
      numKids--;
    }
    if (pool.length > BitmapText.maxPoolSize) { pool.length = BitmapText.maxPoolSize; }
  };


  createjs.BitmapText = createjs.promote(BitmapText, "Container");
}());

//##############################################################################
// MovieClip.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * The MovieClip class associates a TweenJS Timeline with an EaselJS {{#crossLink "Container"}}{{/crossLink}}. It allows
   * you to create objects which encapsulate timeline animations, state changes, and synched actions. The MovieClip
   * class has been included in the EaselJS minified file since 0.7.0.
   *
   * Currently MovieClip only works properly if it is tick based (as opposed to time based) though some concessions have
   * been made to support time-based timelines in the future.
   *
   * <h4>Example</h4>
   * This example animates two shapes back and forth. The grey shape starts on the left, but we jump to a mid-point in
   * the animation using {{#crossLink "MovieClip/gotoAndPlay"}}{{/crossLink}}.
   *
   *      var stage = new createjs.Stage("canvas");
   *      createjs.Ticker.addEventListener("tick", stage);
   *
   *      var mc = new createjs.MovieClip({loop:-1, labels:{myLabel:20}});
   *      stage.addChild(mc);
   *
   *      var child1 = new createjs.Shape(
   *          new createjs.Graphics().beginFill("#999999")
   *              .drawCircle(30,30,30));
   *      var child2 = new createjs.Shape(
   *          new createjs.Graphics().beginFill("#5a9cfb")
   *              .drawCircle(30,30,30));
   *
   *      mc.timeline.addTween(
   *          createjs.Tween.get(child1)
   *              .to({x:0}).to({x:60}, 50).to({x:0}, 50));
   *      mc.timeline.addTween(
   *          createjs.Tween.get(child2)
   *              .to({x:60}).to({x:0}, 50).to({x:60}, 50));
   *
   *      mc.gotoAndPlay("start");
   *
   * It is recommended to use <code>tween.to()</code> to animate and set properties (use no duration to have it set
   * immediately), and the <code>tween.wait()</code> method to create delays between animations. Note that using the
   * <code>tween.set()</code> method to affect properties will likely not provide the desired result.
   *
   * @class MovieClip
   * @main MovieClip
   * @param {Object} [props] The configuration properties to apply to this instance (ex. `{mode:MovieClip.SYNCHED}`).
   * Supported props for the MovieClip are listed below. These props are set on the corresponding instance properties except where
   * specified.<UL>
   *    <LI> `mode`</LI>
   *    <LI> `startPosition`</LI>
   *    <LI> `frameBounds`</LI>
   * </UL>
   *
   * This object will also be passed into the Timeline instance associated with this MovieClip. See the documentation
   * for Timeline for a list of supported props (ex. `paused`, `labels`, `loop`, `reversed`, etc.)
   * @extends Container
   * @constructor
   **/
  function MovieClip(props) {
    this.Container_constructor();
    !MovieClip.inited&&MovieClip.init(); // static init

    var mode, startPosition, loop, labels;

    // handle old params (mode, startPosition, loop, labels):
    // TODO: deprecated param handling:
    if (props instanceof String || arguments.length > 1) {
      mode = props;
      startPosition = arguments[1];
      loop = arguments[2];
      labels = arguments[3];
      if (loop == null) { loop = -1; }
      props = null;
    } else if (props) {
      mode = props.mode;
      startPosition = props.startPosition;
      loop = props.loop;
      labels = props.labels;
    }
    if (!props) { props = {labels:labels}; }


    // public properties:
    /**
     * Controls how this MovieClip advances its time. Must be one of 0 (INDEPENDENT), 1 (SINGLE_FRAME), or 2 (SYNCHED).
     * See each constant for a description of the behaviour.
     * @property mode
     * @type String
     * @default null
     **/
    this.mode = mode||MovieClip.INDEPENDENT;

    /**
     * Specifies what the first frame to play in this movieclip, or the only frame to display if mode is SINGLE_FRAME.
     * @property startPosition
     * @type Number
     * @default 0
     */
    this.startPosition = startPosition||0;

    /**
     * Specifies how many times this MovieClip should loop. A value of -1 indicates it should loop indefinitely. A value of
     * 1 would cause it to loop once (ie. play a total of twice).
     * @property loop
     * @type Number
     * @default -1
     */
    this.loop = loop === true ? -1 : (loop || 0);

    /**
     * The current frame of the movieclip.
     * @property currentFrame
     * @type Number
     * @default 0
     * @readonly
     */
    this.currentFrame = 0;

    /**
     * If true, the MovieClip's position will not advance when ticked.
     * @property paused
     * @type Boolean
     * @default false
     */
    this.paused = props.paused||false;

    /**
     * If true, actions in this MovieClip's tweens will be run when the playhead advances.
     * @property actionsEnabled
     * @type Boolean
     * @default true
     */
    this.actionsEnabled = true;

    /**
     * If true, the MovieClip will automatically be reset to its first frame whenever the timeline adds
     * it back onto the display list. This only applies to MovieClip instances with mode=INDEPENDENT.
     * <br><br>
     * For example, if you had a character animation with a "body" child MovieClip instance
     * with different costumes on each frame, you could set body.autoReset = false, so that
     * you can manually change the frame it is on, without worrying that it will be reset
     * automatically.
     * @property autoReset
     * @type Boolean
     * @default true
     */
    this.autoReset = true;

    /**
     * An array of bounds for each frame in the MovieClip. This is mainly intended for tool output.
     * @property frameBounds
     * @type Array
     * @default null
     */
    this.frameBounds = this.frameBounds||props.frameBounds; // frameBounds are set on the prototype in Animate.

    /**
     * By default MovieClip instances advance one frame per tick. Specifying a framerate for the MovieClip
     * will cause it to advance based on elapsed time between ticks as appropriate to maintain the target
     * framerate.
     *
     * For example, if a MovieClip with a framerate of 10 is placed on a Stage being updated at 40fps, then the MovieClip will
     * advance roughly one frame every 4 ticks. This will not be exact, because the time between each tick will
     * vary slightly between frames.
     *
     * This feature is dependent on the tick event object (or an object with an appropriate "delta" property) being
     * passed into {{#crossLink "Stage/update"}}{{/crossLink}}.
     * @property framerate
     * @type {Number}
     * @default null
     **/
    this.framerate = null;

    // set up the needed props for Timeline:
    props.useTicks = props.paused = true;

    /**
     * The TweenJS Timeline that is associated with this MovieClip. This is created automatically when the MovieClip
     * instance is initialized. Animations are created by adding <a href="http://tweenjs.com">TweenJS</a> Tween
     * instances to the timeline.
     *
     * <h4>Example</h4>
     *
     *      var tween = createjs.Tween.get(target).to({x:0}).to({x:100}, 30);
     *      var mc = new createjs.MovieClip();
     *      mc.timeline.addTween(tween);
     *
     * Elements can be added and removed from the timeline by toggling an "_off" property
     * using the <code>tweenInstance.to()</code> method. Note that using <code>Tween.set</code> is not recommended to
     * create MovieClip animations. The following example will toggle the target off on frame 0, and then back on for
     * frame 1. You can use the "visible" property to achieve the same effect.
     *
     *      var tween = createjs.Tween.get(target).to({_off:false})
     *          .wait(1).to({_off:true})
     *          .wait(1).to({_off:false});
     *
     * @property timeline
     * @type Timeline
     * @default null
     */
    this.timeline = new createjs.Timeline(props);


    // private properties:
    /**
     * @property _synchOffset
     * @type Number
     * @default 0
     * @private
     */
    this._synchOffset = 0;

    /**
     * @property _rawPosition
     * @type Number
     * @default -1
     * @private
     */
    this._rawPosition = -1; // TODO: evaluate using a ._reset Boolean prop instead of -1.

    /**
     * @property _bound_resolveState
     * @type Function
     * @private
     */
    this._bound_resolveState = this._resolveState.bind(this);


    /**
     * The time remaining from the previous tick, only applicable when .framerate is set.
     * @property _t
     * @type Number
     * @private
     */
    this._t = 0;

    /**
     * List of display objects that are actively being managed by the MovieClip.
     * @property _managed
     * @type Object
     * @private
     */
    this._managed = {};
  }
  var p = createjs.extend(MovieClip, createjs.Container);


// constants:
  /**
   * The MovieClip will advance independently of its parent, even if its parent is paused.
   * This is the default mode.
   * @property INDEPENDENT
   * @static
   * @type String
   * @default "independent"
   * @readonly
   **/
  MovieClip.INDEPENDENT = "independent";

  /**
   * The MovieClip will only display a single frame (as determined by the startPosition property).
   * @property SINGLE_FRAME
   * @static
   * @type String
   * @default "single"
   * @readonly
   **/
  MovieClip.SINGLE_FRAME = "single";

  /**
   * The MovieClip will be advanced only when its parent advances and will be synched to the position of
   * the parent MovieClip.
   * @property SYNCHED
   * @static
   * @type String
   * @default "synched"
   * @readonly
   **/
  MovieClip.SYNCHED = "synched";


// static properties:
  MovieClip.inited = false;


// static methods:
  MovieClip.init = function() {
    if (MovieClip.inited) { return; }
    // plugins introduce some overhead to Tween, so we only install this if an MC is instantiated.
    MovieClipPlugin.install();
    MovieClip.inited = true;
  };


// getter / setters:
  /**
   * Use the {{#crossLink "MovieClip/labels:property"}}{{/crossLink}} property instead.
   * @method _getLabels
   * @protected
   * @return {Array}
   **/
  p._getLabels = function() {
    return this.timeline.getLabels();
  };
  // MovieClip.getLabels is @deprecated. Remove for 1.1+
  p.getLabels = createjs.deprecate(p._getLabels, "MovieClip.getLabels");

  /**
   * Use the {{#crossLink "MovieClip/currentLabel:property"}}{{/crossLink}} property instead.
   * @method _getCurrentLabel
   * @protected
   * @return {String}
   **/
  p._getCurrentLabel = function() {
    return this.timeline.currentLabel;
  };
  // MovieClip.getCurrentLabel is @deprecated. Remove for 1.1+
  p.getCurrentLabel = createjs.deprecate(p._getCurrentLabel, "MovieClip.getCurrentLabel");

  /**
   * Use the {{#crossLink "MovieClip/duration:property"}}{{/crossLink}} property instead.
   * @method _getDuration
   * @protected
   * @return {Number}
   **/
  p._getDuration = function() {
    return this.timeline.duration;
  };
  // MovieClip.getDuration is @deprecated. Remove for 1.1+
  p.getDuration = createjs.deprecate(p._getDuration, "MovieClip.getDuration");

  /**
   * Returns an array of objects with label and position (aka frame) properties, sorted by position.
   * @property labels
   * @type {Array}
   * @readonly
   **/

  /**
   * Returns the name of the label on or immediately before the current frame.
   * @property currentLabel
   * @type {String}
   * @readonly
   **/

  /**
   * Returns the duration of this MovieClip in seconds or ticks.
   * @property totalFrames
   * @type {Number}
   * @readonly
   **/

  /**
   * Returns the duration of this MovieClip in seconds or ticks.
   * @property duration
   * @type {Number}
   * @readonly
   **/
  try {
    Object.defineProperties(p, {
      labels: { get: p._getLabels },
      currentLabel: { get: p._getCurrentLabel },
      totalFrames: { get: p._getDuration },
      duration: { get: p._getDuration }
      // TODO: can we just proxy .currentFrame to tl.position as well? Ditto for .loop (or just remove entirely).
    });
  } catch (e) {}


// public methods:
  /**
   * Constructor alias for backwards compatibility. This method will be removed in future versions.
   * Subclasses should be updated to use {{#crossLink "Utility Methods/extends"}}{{/crossLink}}.
   * @method initialize
   * @deprecated in favour of `createjs.promote()`
   **/
  p.initialize = MovieClip; // TODO: Deprecated. This is for backwards support of Adobe Flash/Animate

  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
   **/
  p.isVisible = function() {
    // children are placed in draw, so we can't determine if we have content.
    return !!(this.visible && this.alpha > 0 && this.scaleX != 0 && this.scaleY != 0);
  };

  /**
   * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns true if the draw was handled (useful for overriding functionality).
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
   * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
   * into itself).
   **/
  p.draw = function(ctx, ignoreCache) {
    // draw to cache first:
    if (this.DisplayObject_draw(ctx, ignoreCache)) { return true; }
    this._updateState();
    this.Container_draw(ctx, ignoreCache);
    return true;
  };

  /**
   * Sets paused to false.
   * @method play
   **/
  p.play = function() {
    this.paused = false;
  };

  /**
   * Sets paused to true.
   * @method stop
   **/
  p.stop = function() {
    this.paused = true;
  };

  /**
   * Advances this movie clip to the specified position or label and sets paused to false.
   * @method gotoAndPlay
   * @param {String|Number} positionOrLabel The animation name or frame number to go to.
   **/
  p.gotoAndPlay = function(positionOrLabel) {
    this.paused = false;
    this._goto(positionOrLabel);
  };

  /**
   * Advances this movie clip to the specified position or label and sets paused to true.
   * @method gotoAndStop
   * @param {String|Number} positionOrLabel The animation or frame name to go to.
   **/
  p.gotoAndStop = function(positionOrLabel) {
    this.paused = true;
    this._goto(positionOrLabel);
  };

  /**
   * Advances the playhead. This occurs automatically each tick by default.
   * @param [time] {Number} The amount of time in ms to advance by. Only applicable if framerate is set.
   * @method advance
   */
  p.advance = function(time) {
    var independent = MovieClip.INDEPENDENT;
    if (this.mode !== independent) { return; } // update happens in draw for synched clips

    // if this MC doesn't have a framerate, hunt ancestors for one:
    var o=this, fps = o.framerate;
    while ((o = o.parent) && fps === null) { if (o.mode === independent) { fps = o._framerate; } }
    this._framerate = fps;

    if (this.paused) { return; }

    // calculate how many frames to advance:
    var t = (fps !== null && fps !== -1 && time !== null) ? time/(1000/fps) + this._t : 1;
    var frames = t|0;
    this._t = t-frames; // leftover time, save to add to next advance.

    while (frames--) { this._updateTimeline(this._rawPosition+1, false); }
  };

  /**
   * MovieClip instances cannot be cloned.
   * @method clone
   **/
  p.clone = function() {
    // TODO: add support for this? Need to clone the Timeline & retarget tweens - pretty complex.
    throw("MovieClip cannot be cloned.");
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[MovieClip (name="+  this.name +")]";
  };


// private methods:
  /**
   * Docced in superclass.
   **/
  p._updateState = function() {
    if (this._rawPosition === -1 || this.mode !== MovieClip.INDEPENDENT) { this._updateTimeline(-1); }
  };

  /**
   * @method _tick
   * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
   * function.
   * @protected
   **/
  p._tick = function(evtObj) {
    this.advance(evtObj&&evtObj.delta);
    this.Container__tick(evtObj);
  };

  /**
   * @method _goto
   * @param {String|Number} positionOrLabel The animation name or frame number to go to.
   * @protected
   **/
  p._goto = function(positionOrLabel) {
    var pos = this.timeline.resolve(positionOrLabel);
    if (pos == null) { return; }
    this._t = 0;
    this._updateTimeline(pos, true);
  };

  /**
   * @method _reset
   * @private
   **/
  p._reset = function() {
    this._rawPosition = -1;
    this._t = this.currentFrame = 0;
    this.paused = false;
  };

  /**
   * @method _updateTimeline
   * @param {Boolean} jump Indicates whether this update is due to jumping (via gotoAndXX) to a new position.
   * @protected
   **/
  p._updateTimeline = function(rawPosition, jump) {
    var synced = this.mode !== MovieClip.INDEPENDENT, tl = this.timeline;
    if (synced) { rawPosition = this.startPosition + (this.mode===MovieClip.SINGLE_FRAME?0:this._synchOffset); }
    if (rawPosition < 0) { rawPosition = 0; }
    if (this._rawPosition === rawPosition && !synced) { return; }
    this._rawPosition = rawPosition;

    // update timeline position, ignoring actions if this is a graphic.
    tl.loop = this.loop; // TODO: should we maintain this on MovieClip, or just have it on timeline?
    tl.setPosition(rawPosition, synced || !this.actionsEnabled, jump, this._bound_resolveState);
  };

  /**
   * Renders position 0 without running actions or updating _rawPosition.
   * Primarily used by Animate CC to build out the first frame in the constructor of MC symbols.
   * NOTE: not tested when run after the MC advances past the first frame.
   * @method _renderFirstFrame
   * @protected
   **/
  p._renderFirstFrame = function() {
    var tl = this.timeline, pos = tl.rawPosition;
    tl.setPosition(0, true, true, this._bound_resolveState);
    tl.rawPosition = pos;
  };

  /**
   * Runs via a callback after timeline property updates and before actions.
   * @method _resolveState
   * @protected
   **/
  p._resolveState = function() {
    var tl = this.timeline;
    this.currentFrame = tl.position;

    for (var n in this._managed) { this._managed[n] = 1; }

    var tweens = tl.tweens;
    for (var i=0, l=tweens.length; i<l; i++) {
      var tween = tweens[i],  target = tween.target;
      if (target === this || tween.passive) { continue; } // TODO: this assumes the actions tween from Animate has `this` as the target. There's likely a better approach.
      var offset = tween._stepPosition;

      if (target instanceof createjs.DisplayObject) {
        // motion tween.
        this._addManagedChild(target, offset);
      } else {
        // state tween.
        this._setState(target.state, offset);
      }
    }

    var kids = this.children;
    for (i=kids.length-1; i>=0; i--) {
      var id = kids[i].id;
      if (this._managed[id] === 1) {
        this.removeChildAt(i);
        delete(this._managed[id]);
      }
    }
  };

  /**
   * @method _setState
   * @param {Array} state
   * @param {Number} offset
   * @protected
   **/
  p._setState = function(state, offset) {
    if (!state) { return; }
    for (var i=state.length-1;i>=0;i--) {
      var o = state[i];
      var target = o.t;
      var props = o.p;
      for (var n in props) { target[n] = props[n]; }
      this._addManagedChild(target, offset);
    }
  };

  /**
   * Adds a child to the timeline, and sets it up as a managed child.
   * @method _addManagedChild
   * @param {MovieClip} child The child MovieClip to manage
   * @param {Number} offset
   * @private
   **/
  p._addManagedChild = function(child, offset) {
    if (child._off) { return; }
    this.addChildAt(child,0);

    if (child instanceof MovieClip) {
      child._synchOffset = offset;
      // TODO: this does not precisely match Adobe Flash/Animate, which loses track of the clip if it is renamed or removed from the timeline, which causes it to reset.
      // TODO: should also reset when MovieClip loops, though that will be a bit tricky to detect.
      if (child.mode === MovieClip.INDEPENDENT && child.autoReset && (!this._managed[child.id])) { child._reset(); }
    }
    this._managed[child.id] = 2;
  };

  /**
   * @method _getBounds
   * @param {Matrix2D} matrix
   * @param {Boolean} ignoreTransform
   * @return {Rectangle}
   * @protected
   **/
  p._getBounds = function(matrix, ignoreTransform) {
    var bounds = this.DisplayObject_getBounds();
    if (!bounds) {
      if (this.frameBounds) { bounds = this._rectangle.copy(this.frameBounds[this.currentFrame]); }
    }
    if (bounds) { return this._transformBounds(bounds, matrix, ignoreTransform); }
    return this.Container__getBounds(matrix, ignoreTransform);
  };


  createjs.MovieClip = createjs.promote(MovieClip, "Container");



// MovieClipPlugin for TweenJS:
  /**
   * This plugin works with <a href="http://tweenjs.com" target="_blank">TweenJS</a> to prevent the startPosition
   * property from tweening.
   * @private
   * @class MovieClipPlugin
   * @constructor
   **/
  function MovieClipPlugin() {
    throw("MovieClipPlugin cannot be instantiated.")
  }

  /**
   * @property priority
   * @type {Number}
   * @static
   * @readonly
   **/
  MovieClipPlugin.priority = 100; // very high priority, should run first

  /**
   * @property ID
   * @type {String}
   * @static
   * @readonly
   **/
  MovieClipPlugin.ID = "MovieClip";

  /**
   * @method install
   * @static
   **/
  MovieClipPlugin.install = function() {
    createjs.Tween._installPlugin(MovieClipPlugin);
  };

  /**
   * @method init
   * @param {Tween} tween
   * @param {String} prop
   * @param {*} value
   * @static
   **/
  MovieClipPlugin.init = function(tween, prop, value) {
    if (prop === "startPosition" && tween.target instanceof MovieClip) { tween._addPlugin(MovieClipPlugin); }
  };

  /**
   * @method step
   * @param {Tween} tween
   * @param {TweenStep} step
   * @param {Object} props
   * @static
   **/
  MovieClipPlugin.step = function(tween, step, props) {};

  /**
   * @method change
   * @param {Tween} tween
   * @param {TweenStep} step
   * @param {*} value
   * @param {Number} ratio
   * @param {Object} end
   * @return {*}
   * @static
   */
  MovieClipPlugin.change = function(tween, step, prop, value, ratio, end) {
    if (prop === "startPosition") { return (ratio === 1 ? step.props[prop] : step.prev.props[prop]); }
  };

}());

//##############################################################################
// SpriteSheetUtils.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * The SpriteSheetUtils class is a collection of static methods for working with {{#crossLink "SpriteSheet"}}{{/crossLink}}s.
   * A sprite sheet is a series of images (usually animation frames) combined into a single image on a regular grid. For
   * example, an animation consisting of 8 100x100 images could be combined into a 400x200 sprite sheet (4 frames across
   * by 2 high). The SpriteSheetUtils class uses a static interface and should not be instantiated.
   * @class SpriteSheetUtils
   * @static
   **/
  function SpriteSheetUtils() {
    throw "SpriteSheetUtils cannot be instantiated";
  }


// private static properties:
  /**
   * @property _workingCanvas
   * @static
   * @type HTMLCanvasElement | Object
   * @protected
   */
  /**
   * @property _workingContext
   * @static
   * @type CanvasRenderingContext2D
   * @protected
   */
  var canvas = (createjs.createCanvas?createjs.createCanvas():document.createElement("canvas"));
  if (canvas.getContext) {
    SpriteSheetUtils._workingCanvas = canvas;
    SpriteSheetUtils._workingContext = canvas.getContext("2d");
    canvas.width = canvas.height = 1;
  }


// public static methods:
  /**
   * Returns a single frame of the specified sprite sheet as a new PNG image. An example of when this may be useful is
   * to use a spritesheet frame as the source for a bitmap fill.
   *
   * <strong>WARNING:</strong> In almost all cases it is better to display a single frame using a {{#crossLink "Sprite"}}{{/crossLink}}
   * with a {{#crossLink "Sprite/gotoAndStop"}}{{/crossLink}} call than it is to slice out a frame using this
   * method and display it with a Bitmap instance. You can also crop an image using the {{#crossLink "Bitmap/sourceRect"}}{{/crossLink}}
   * property of {{#crossLink "Bitmap"}}{{/crossLink}}.
   *
   * The extractFrame method may cause cross-domain warnings since it accesses pixels directly on the canvas.
   * @method extractFrame
   * @static
   * @param {SpriteSheet} spriteSheet The SpriteSheet instance to extract a frame from.
   * @param {Number|String} frameOrAnimation The frame number or animation name to extract. If an animation
   * name is specified, only the first frame of the animation will be extracted.
   * @return {HTMLImageElement} a single frame of the specified sprite sheet as a new PNG image.
   */
  SpriteSheetUtils.extractFrame = function(spriteSheet, frameOrAnimation) {
    if (isNaN(frameOrAnimation)) {
      frameOrAnimation = spriteSheet.getAnimation(frameOrAnimation).frames[0];
    }
    var data = spriteSheet.getFrame(frameOrAnimation);
    if (!data) { return null; }
    var r = data.rect;
    var canvas = SpriteSheetUtils._workingCanvas;
    canvas.width = r.width;
    canvas.height = r.height;
    SpriteSheetUtils._workingContext.drawImage(data.image, r.x, r.y, r.width, r.height, 0, 0, r.width, r.height);
    var img = document.createElement("img");
    img.src = canvas.toDataURL("image/png");
    return img;
  };

  // SpriteSheetUtils.addFlippedFrames is @deprecated. Remove for 1.1+
  SpriteSheetUtils.addFlippedFrames = createjs.deprecate(null, "SpriteSheetUtils.addFlippedFrames");

  // SpriteSheetUtils.addFlippedFrames is @deprecated. Remove for 1.1+
  SpriteSheetUtils.mergeAlpha = createjs.deprecate(null, "SpriteSheetUtils.mergeAlpha");


// private static methods:
  SpriteSheetUtils._flip = function(spriteSheet, count, h, v) {
    var imgs = spriteSheet._images;
    var canvas = SpriteSheetUtils._workingCanvas;
    var ctx = SpriteSheetUtils._workingContext;
    var il = imgs.length/count;
    for (var i=0;i<il;i++) {
      var src = imgs[i];
      src.__tmp = i; // a bit hacky, but faster than doing indexOf below.
      ctx.setTransform(1,0,0,1,0,0);
      ctx.clearRect(0,0,canvas.width+1,canvas.height+1);
      canvas.width = src.width;
      canvas.height = src.height;
      ctx.setTransform(h?-1:1, 0, 0, v?-1:1, h?src.width:0, v?src.height:0);
      ctx.drawImage(src,0,0);
      var img = document.createElement("img");
      img.src = canvas.toDataURL("image/png");
      // work around a strange bug in Safari:
      img.width = (src.width||src.naturalWidth);
      img.height = (src.height||src.naturalHeight);
      imgs.push(img);
    }

    var frames = spriteSheet._frames;
    var fl = frames.length/count;
    for (i=0;i<fl;i++) {
      src = frames[i];
      var rect = src.rect.clone();
      img = imgs[src.image.__tmp+il*count];

      var frame = {image:img,rect:rect,regX:src.regX,regY:src.regY};
      if (h) {
        rect.x = (img.width||img.naturalWidth)-rect.x-rect.width; // update rect
        frame.regX = rect.width-src.regX; // update registration point
      }
      if (v) {
        rect.y = (img.height||img.naturalHeight)-rect.y-rect.height;  // update rect
        frame.regY = rect.height-src.regY; // update registration point
      }
      frames.push(frame);
    }

    var sfx = "_"+(h?"h":"")+(v?"v":"");
    var names = spriteSheet._animations;
    var data = spriteSheet._data;
    var al = names.length/count;
    for (i=0;i<al;i++) {
      var name = names[i];
      src = data[name];
      var anim = {name:name+sfx,speed:src.speed,next:src.next,frames:[]};
      if (src.next) { anim.next += sfx; }
      frames = src.frames;
      for (var j=0,l=frames.length;j<l;j++) {
        anim.frames.push(frames[j]+fl*count);
      }
      data[anim.name] = anim;
      names.push(anim.name);
    }
  };


  createjs.SpriteSheetUtils = SpriteSheetUtils;
}());

//##############################################################################
// SpriteSheetBuilder.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * The SpriteSheetBuilder allows you to generate {{#crossLink "SpriteSheet"}}{{/crossLink}} instances at run time
   * from any display object. This can allow you to maintain your assets as vector graphics (for low file size), and
   * render them at run time as SpriteSheets for better performance.
   *
   * SpriteSheets can be built either synchronously, or asynchronously, so that large SpriteSheets can be generated
   * without locking the UI.
   *
   * Note that the "images" used in the generated SpriteSheet are actually canvas elements, and that they will be
   * sized to the nearest power of 2 up to the value of {{#crossLink "SpriteSheetBuilder/maxWidth:property"}}{{/crossLink}}
   * or {{#crossLink "SpriteSheetBuilder/maxHeight:property"}}{{/crossLink}}.
   * @class SpriteSheetBuilder
   * @param {Number} [framerate=0] The {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} of
   * {{#crossLink "SpriteSheet"}}{{/crossLink}} instances that are created.
   * @extends EventDispatcher
   * @constructor
   **/
  function SpriteSheetBuilder(framerate) {
    this.EventDispatcher_constructor();

    // public properties:
    /**
     * The maximum width for the images (not individual frames) in the generated SpriteSheet. It is recommended to
     * use a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max
     * dimensions, then additional images will be created as needed.
     * @property maxWidth
     * @type Number
     * @default 2048
     */
    this.maxWidth = 2048;

    /**
     * The maximum height for the images (not individual frames) in the generated SpriteSheet. It is recommended to
     * use a power of 2 for this value (ex. 1024, 2048, 4096). If the frames cannot all fit within the max
     * dimensions, then additional images will be created as needed.
     * @property maxHeight
     * @type Number
     * @default 2048
     **/
    this.maxHeight = 2048;

    /**
     * The SpriteSheet that was generated. This will be null before a build is completed successfully.
     * @property spriteSheet
     * @type SpriteSheet
     **/
    this.spriteSheet = null;

    /**
     * The scale to apply when drawing all frames to the SpriteSheet. This is multiplied against any scale specified
     * in the addFrame call. This can be used, for example, to generate a SpriteSheet at run time that is tailored
     * to the a specific device resolution (ex. tablet vs mobile).
     * @property scale
     * @type Number
     * @default 1
     **/
    this.scale = 1;

    /**
     * The padding to use between frames. This is helpful to preserve antialiasing on drawn vector content.
     * @property padding
     * @type Number
     * @default 1
     **/
    this.padding = 1;

    /**
     * A number from 0.01 to 0.99 that indicates what percentage of time the builder can use. This can be
     * thought of as the number of seconds per second the builder will use. For example, with a timeSlice value of 0.3,
     * the builder will run 20 times per second, using approximately 15ms per build (30% of available time, or 0.3s per second).
     * Defaults to 0.3.
     * @property timeSlice
     * @type Number
     * @default 0.3
     **/
    this.timeSlice = 0.3;

    /**
     * A value between 0 and 1 that indicates the progress of a build, or -1 if a build has not
     * been initiated.
     * @property progress
     * @type Number
     * @default -1
     * @readonly
     */
    this.progress = -1;

    /**
     * A {{#crossLink "SpriteSheet/framerate:property"}}{{/crossLink}} value that will be passed to new {{#crossLink "SpriteSheet"}}{{/crossLink}} instances that are
     * created. If no framerate is specified (or it is 0), then SpriteSheets will use the {{#crossLink "Ticker"}}{{/crossLink}}
     * framerate.
     * @property framerate
     * @type Number
     * @default 0
     */
    this.framerate = framerate || 0;


    // private properties:
    /**
     * @property _frames
     * @protected
     * @type Array
     **/
    this._frames = [];

    /**
     * @property _animations
     * @protected
     * @type Array
     **/
    this._animations = {};

    /**
     * @property _data
     * @protected
     * @type Array
     **/
    this._data = null;

    /**
     * @property _nextFrameIndex
     * @protected
     * @type Number
     **/
    this._nextFrameIndex = 0;

    /**
     * @property _index
     * @protected
     * @type Number
     **/
    this._index = 0;

    /**
     * @property _timerID
     * @protected
     * @type Number
     **/
    this._timerID = null;

    /**
     * @property _scale
     * @protected
     * @type Number
     **/
    this._scale = 1;
  }
  var p = createjs.extend(SpriteSheetBuilder, createjs.EventDispatcher);

// constants:
  SpriteSheetBuilder.ERR_DIMENSIONS = "frame dimensions exceed max spritesheet dimensions";
  SpriteSheetBuilder.ERR_RUNNING = "a build is already running";

// events:
  /**
   * Dispatched when a build completes.
   * @event complete
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @since 0.6.0
   */

  /**
   * Dispatched when an asynchronous build has progress.
   * @event progress
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @param {Number} progress The current progress value (0-1).
   * @since 0.6.0
   */


// public methods:
  /**
   * Adds a frame to the {{#crossLink "SpriteSheet"}}{{/crossLink}}. Note that the frame will not be drawn until you
   * call {{#crossLink "SpriteSheetBuilder/build"}}{{/crossLink}} method. The optional setup params allow you to have
   * a function run immediately before the draw occurs. For example, this allows you to add a single source multiple
   * times, but manipulate it or its children to change it to generate different frames.
   *
   * Note that the source's transformations (x, y, scale, rotate, alpha) will be ignored, except for regX/Y. To apply
   * transforms to a source object and have them captured in the SpriteSheet, simply place it into a {{#crossLink "Container"}}{{/crossLink}}
   * and pass in the Container as the source.
   * @method addFrame
   * @param {DisplayObject} source The source {{#crossLink "DisplayObject"}}{{/crossLink}}  to draw as the frame.
   * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the
   * source to draw to the frame. If not specified, it will look for a `getBounds` method, bounds property, or
   * `nominalBounds` property on the source to use. If one is not found, the frame will be skipped.
   * @param {Number} [scale=1] Optional. The scale to draw this frame at. Default is 1.
   * @param {Function} [setupFunction] A function to call immediately before drawing this frame. It will be called with two parameters: the source, and setupData.
   * @param {Object} [setupData] Arbitrary setup data to pass to setupFunction as the second parameter.
   * @return {Number} The index of the frame that was just added, or null if a sourceRect could not be determined.
   **/
  p.addFrame = function(source, sourceRect, scale, setupFunction, setupData) {
    if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
    var rect = sourceRect||source.bounds||source.nominalBounds;
    if (!rect&&source.getBounds) { rect = source.getBounds(); }
    if (!rect) { return null; }
    scale = scale||1;
    return this._frames.push({source:source, sourceRect:rect, scale:scale, funct:setupFunction, data:setupData, index:this._frames.length, height:rect.height*scale})-1;
  };

  /**
   * Adds an animation that will be included in the created {{#crossLink "SpriteSheet"}}{{/crossLink}}.
   * @method addAnimation
   * @param {String} name The name for the animation.
   * @param {Array} frames An array of frame indexes that comprise the animation. Ex. [3,6,5] would describe an animation
   * that played frame indexes 3, 6, and 5 in that order.
   * @param {String} [next] Specifies the name of the animation to continue to after this animation ends. You can
   * also pass false to have the animation stop when it ends. By default it will loop to the start of the same animation.
   * @param {Number} [speed] Specifies a frame advance speed for this animation. For example, a value of 0.5 would
   * cause the animation to advance every second tick. Note that earlier versions used `frequency` instead, which had
   * the opposite effect.
   **/
  p.addAnimation = function(name, frames, next, speed) {
    if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
    this._animations[name] = {frames:frames, next:next, speed:speed};
  };

  /**
   * This will take a {{#crossLink "MovieClip"}}{{/crossLink}} instance, and add its frames and labels to this
   * builder. Labels will be added as an animation running from the label index to the next label. For example, if
   * there is a label named "foo" at frame 0 and a label named "bar" at frame 10, in a MovieClip with 15 frames, it
   * will add an animation named "foo" that runs from frame index 0 to 9, and an animation named "bar" that runs from
   * frame index 10 to 14.
   *
   * Note that this will iterate through the full MovieClip with {{#crossLink "MovieClip/actionsEnabled:property"}}{{/crossLink}}
   * set to `false`, ending on the last frame.
   * @method addMovieClip
   * @param {MovieClip} source The source MovieClip instance to add to the SpriteSheet.
   * @param {Rectangle} [sourceRect] A {{#crossLink "Rectangle"}}{{/crossLink}} defining the portion of the source to
   * draw to the frame. If not specified, it will look for a {{#crossLink "DisplayObject/getBounds"}}{{/crossLink}}
   * method, `frameBounds` Array, `bounds` property, or `nominalBounds` property on the source to use. If one is not
   * found, the MovieClip will be skipped.
   * @param {Number} [scale=1] The scale to draw the movie clip at.
   * @param {Function} [setupFunction] A function to call immediately before drawing each frame. It will be called
   * with three parameters: the source, setupData, and the frame index.
   * @param {Object} [setupData] Arbitrary setup data to pass to setupFunction as the second parameter.
   * @param {Function} [labelFunction] This method will be called for each MovieClip label that is added with four
   * parameters: the label name, the source MovieClip instance, the starting frame index (in the movieclip timeline)
   * and the end index. It must return a new name for the label/animation, or `false` to exclude the label.
   **/
  p.addMovieClip = function(source, sourceRect, scale, setupFunction, setupData, labelFunction) {
    if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
    var rects = source.frameBounds;
    var rect = sourceRect||source.bounds||source.nominalBounds;
    if (!rect&&source.getBounds) { rect = source.getBounds(); }
    if (!rect && !rects) { return; }

    var i, l, baseFrameIndex = this._frames.length;
    var duration = source.timeline.duration;
    for (i=0; i<duration; i++) {
      var r = (rects&&rects[i]) ? rects[i] : rect;
      this.addFrame(source, r, scale, this._setupMovieClipFrame, {i:i, f:setupFunction, d:setupData});
    }
    var labels = source.timeline._labels;
    var lbls = [];
    for (var n in labels) {
      lbls.push({index:labels[n], label:n});
    }
    if (lbls.length) {
      lbls.sort(function(a,b){ return a.index-b.index; });
      for (i=0,l=lbls.length; i<l; i++) {
        var label = lbls[i].label;
        var start = baseFrameIndex+lbls[i].index;
        var end = baseFrameIndex+((i == l-1) ? duration : lbls[i+1].index);
        var frames = [];
        for (var j=start; j<end; j++) { frames.push(j); }
        if (labelFunction) {
          label = labelFunction(label, source, start, end);
          if (!label) { continue; }
        }
        this.addAnimation(label, frames, true); // for now, this loops all animations.
      }
    }
  };

  /**
   * Builds a {{#crossLink "SpriteSheet"}}{{/crossLink}} instance based on the current frames.
   * @method build
   * @return {SpriteSheet} The created SpriteSheet instance, or null if a build is already running or an error
   * occurred.
   **/
  p.build = function() {
    if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
    this._startBuild();
    while (this._drawNext()) {}
    this._endBuild();
    return this.spriteSheet;
  };

  /**
   * Asynchronously builds a {{#crossLink "SpriteSheet"}}{{/crossLink}} instance based on the current frames. It will
   * run 20 times per second, using an amount of time defined by `timeSlice`. When it is complete it will call the
   * specified callback.
   * @method buildAsync
   * @param {Number} [timeSlice] Sets the timeSlice property on this instance.
   **/
  p.buildAsync = function(timeSlice) {
    if (this._data) { throw SpriteSheetBuilder.ERR_RUNNING; }
    this.timeSlice = timeSlice;
    this._startBuild();
    var _this = this;
    this._timerID = setTimeout(function() { _this._run(); }, 50-Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50);
  };

  /**
   * Stops the current asynchronous build.
   * @method stopAsync
   **/
  p.stopAsync = function() {
    clearTimeout(this._timerID);
    this._data = null;
  };

  /**
   * SpriteSheetBuilder instances cannot be cloned.
   * @method clone
   **/
  p.clone = function() {
    throw("SpriteSheetBuilder cannot be cloned.");
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[SpriteSheetBuilder]";
  };


// private methods:
  /**
   * @method _startBuild
   * @protected
   **/
  p._startBuild = function() {
    var pad = this.padding||0;
    this.progress = 0;
    this.spriteSheet = null;
    this._index = 0;
    this._scale = this.scale;
    var dataFrames = [];
    this._data = {
      images: [],
      frames: dataFrames,
      framerate: this.framerate,
      animations: this._animations // TODO: should we "clone" _animations in case someone adds more animations after a build?
    };

    var frames = this._frames.slice();
    frames.sort(function(a,b) { return (a.height<=b.height) ? -1 : 1; });

    if (frames[frames.length-1].height+pad*2 > this.maxHeight) { throw SpriteSheetBuilder.ERR_DIMENSIONS; }
    var y=0, x=0;
    var img = 0;
    while (frames.length) {
      var o = this._fillRow(frames, y, img, dataFrames, pad);
      if (o.w > x) { x = o.w; }
      y += o.h;
      if (!o.h || !frames.length) {
        var canvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas");
        canvas.width = this._getSize(x,this.maxWidth);
        canvas.height = this._getSize(y,this.maxHeight);
        this._data.images[img] = canvas;
        if (!o.h) {
          x=y=0;
          img++;
        }
      }
    }
  };

  /**
   * @method _setupMovieClipFrame
   * @protected
   * @return {Number} The width & height of the row.
   **/
  p._setupMovieClipFrame = function(source, data) {
    var ae = source.actionsEnabled;
    source.actionsEnabled = false;
    source.gotoAndStop(data.i);
    source.actionsEnabled = ae;
    data.f&&data.f(source, data.d, data.i);
  };

  /**
   * @method _getSize
   * @protected
   * @return {Number} The width & height of the row.
   **/
  p._getSize = function(size,max) {
    var pow = 4;
    while (Math.pow(2,++pow) < size){}
    return Math.min(max,Math.pow(2,pow));
  };

  /**
   * @method _fillRow
   * @param {Array} frames
   * @param {Number} y
   * @param {HTMLImageElement} img
   * @param {Object} dataFrames
   * @param {Number} pad
   * @protected
   * @return {Number} The width & height of the row.
   **/
  p._fillRow = function(frames, y, img, dataFrames, pad) {
    var w = this.maxWidth;
    var maxH = this.maxHeight;
    y += pad;
    var h = maxH-y;
    var x = pad;
    var height = 0;
    for (var i=frames.length-1; i>=0; i--) {
      var frame = frames[i];
      var sc = this._scale*frame.scale;
      var rect = frame.sourceRect;
      var source = frame.source;
      var rx = Math.floor(sc*rect.x-pad);
      var ry = Math.floor(sc*rect.y-pad);
      var rh = Math.ceil(sc*rect.height+pad*2);
      var rw = Math.ceil(sc*rect.width+pad*2);
      if (rw > w) { throw SpriteSheetBuilder.ERR_DIMENSIONS; }
      if (rh > h || x+rw > w) { continue; }
      frame.img = img;
      frame.rect = new createjs.Rectangle(x,y,rw,rh);
      height = height || rh;
      frames.splice(i,1);
      dataFrames[frame.index] = [x,y,rw,rh,img,Math.round(-rx+sc*source.regX-pad),Math.round(-ry+sc*source.regY-pad)];
      x += rw;
    }
    return {w:x, h:height};
  };

  /**
   * @method _endBuild
   * @protected
   **/
  p._endBuild = function() {
    this.spriteSheet = new createjs.SpriteSheet(this._data);
    this._data = null;
    this.progress = 1;
    this.dispatchEvent("complete");
  };

  /**
   * @method _run
   * @protected
   **/
  p._run = function() {
    var ts = Math.max(0.01, Math.min(0.99, this.timeSlice||0.3))*50;
    var t = (new Date()).getTime()+ts;
    var complete = false;
    while (t > (new Date()).getTime()) {
      if (!this._drawNext()) { complete = true; break; }
    }
    if (complete) {
      this._endBuild();
    } else {
      var _this = this;
      this._timerID = setTimeout(function() { _this._run(); }, 50-ts);
    }
    var p = this.progress = this._index/this._frames.length;
    if (this.hasEventListener("progress")) {
      var evt = new createjs.Event("progress");
      evt.progress = p;
      this.dispatchEvent(evt);
    }
  };

  /**
   * @method _drawNext
   * @protected
   * @return Boolean Returns false if this is the last draw.
   **/
  p._drawNext = function() {
    var frame = this._frames[this._index];
    var sc = frame.scale*this._scale;
    var rect = frame.rect;
    var sourceRect = frame.sourceRect;
    var canvas = this._data.images[frame.img];
    var ctx = canvas.getContext("2d");
    frame.funct&&frame.funct(frame.source, frame.data);
    ctx.save();
    ctx.beginPath();
    ctx.rect(rect.x, rect.y, rect.width, rect.height);
    ctx.clip();
    ctx.translate(Math.ceil(rect.x-sourceRect.x*sc), Math.ceil(rect.y-sourceRect.y*sc));
    ctx.scale(sc,sc);
    frame.source.draw(ctx); // display object will draw itself.
    ctx.restore();
    return (++this._index) < this._frames.length;
  };


  createjs.SpriteSheetBuilder = createjs.promote(SpriteSheetBuilder, "EventDispatcher");
}());

//##############################################################################
// DOMElement.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * <b>This class is still experimental, and more advanced use is likely to be buggy. Please report bugs.</b>
   *
   * A DOMElement allows you to associate a HTMLElement with the display list. It will be transformed
   * within the DOM as though it is child of the {{#crossLink "Container"}}{{/crossLink}} it is added to. However, it is
   * not rendered to canvas, and as such will retain whatever z-index it has relative to the canvas (ie. it will be
   * drawn in front of or behind the canvas).
   *
   * The position of a DOMElement is relative to their parent node in the DOM. It is recommended that
   * the DOM Object be added to a div that also contains the canvas so that they share the same position
   * on the page.
   *
   * DOMElement is useful for positioning HTML elements over top of canvas content, and for elements
   * that you want to display outside the bounds of the canvas. For example, a tooltip with rich HTML
   * content.
   *
   * <h4>Mouse Interaction</h4>
   *
   * DOMElement instances are not full EaselJS display objects, and do not participate in EaselJS mouse
   * events or support methods like hitTest. To get mouse events from a DOMElement, you must instead add handlers to
   * the htmlElement (note, this does not support EventDispatcher)
   *
   *      var domElement = new createjs.DOMElement(htmlElement);
   *      domElement.htmlElement.onclick = function() {
	 *          console.log("clicked");
	 *      }
   *
   * <strong>Important:</strong> This class needs to be notified it is about to be drawn, this will happen automatically
   * if you call stage.update, calling stage.draw or disabling tickEnabled will miss important steps and it will render
   * stale information.
   *
   * @class DOMElement
   * @extends DisplayObject
   * @constructor
   * @param {HTMLElement} htmlElement A reference or id for the DOM element to manage.
   */
  function DOMElement(htmlElement) {
    this.DisplayObject_constructor();

    if (typeof(htmlElement)=="string") { htmlElement = document.getElementById(htmlElement); }
    this.mouseEnabled = false;

    var style = htmlElement.style;
    style.position = "absolute";
    style.transformOrigin = style.WebkitTransformOrigin = style.msTransformOrigin = style.MozTransformOrigin = style.OTransformOrigin = "0% 0%";


    // public properties:
    /**
     * The DOM object to manage.
     * @property htmlElement
     * @type HTMLElement
     */
    this.htmlElement = htmlElement;


    // private properties:
    /**
     * @property _oldMtx
     * @type Matrix2D
     * @protected
     */
    this._oldProps = null;

    /**
     * Used to track the object which this class attached listeners to, helps optimize listener attachment.
     * @property _oldStage
     * @type Stage
     * @protected
     */
    this._oldStage = null;
    /**
     * The event listener proxy triggered drawing draw for special circumstances.
     * @property _drawAction
     * @type function
     * @protected
     */
    this._drawAction = null;
  }
  var p = createjs.extend(DOMElement, createjs.DisplayObject);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.


// public methods:
  /**
   * Returns true or false indicating whether the display object would be visible if drawn to a canvas.
   * This does not account for whether it would be visible within the boundaries of the stage.
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method isVisible
   * @return {Boolean} Boolean indicating whether the display object would be visible if drawn to a canvas
   */
  p.isVisible = function() {
    return this.htmlElement != null;
  };

  /**
   * Draws the display object into the specified context ignoring its visible, alpha, shadow, and transform.
   * Returns true if the draw was handled (useful for overriding functionality).
   * NOTE: This method is mainly for internal use, though it may be useful for advanced uses.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The canvas 2D context object to draw into.
   * @param {Boolean} ignoreCache Indicates whether the draw operation should ignore any current cache.
   * For example, used for drawing the cache (to prevent it from simply drawing an existing cache back
   * into itself).
   * @return {Boolean}
   */
  p.draw = function(ctx, ignoreCache) {
    // this relies on the _tick method because draw isn't called if the parent is not visible.
    // the actual update happens in _handleDrawEnd
    return true;
  };

  /**
   * Not applicable to DOMElement.
   * @method cache
   */
  p.cache = function() {};

  /**
   * Not applicable to DOMElement.
   * @method uncache
   */
  p.uncache = function() {};

  /**
   * Not applicable to DOMElement.
   * @method updateCache
   */
  p.updateCache = function() {};

  /**
   * Not applicable to DOMElement.
   * @method hitTest
   */
  p.hitTest = function() {};

  /**
   * Not applicable to DOMElement.
   * @method localToGlobal
   */
  p.localToGlobal = function() {};

  /**
   * Not applicable to DOMElement.
   * @method globalToLocal
   */
  p.globalToLocal = function() {};

  /**
   * Not applicable to DOMElement.
   * @method localToLocal
   */
  p.localToLocal = function() {};

  /**
   * DOMElement cannot be cloned. Throws an error.
   * @method clone
   */
  p.clone = function() {
    throw("DOMElement cannot be cloned.")
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   */
  p.toString = function() {
    return "[DOMElement (name="+  this.name +")]";
  };

  /**
   * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances
   * are not full EaselJS display objects and do not participate in EaselJS mouse events.
   * @event click
   */

  /**
   * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances
   * are not full EaselJS display objects and do not participate in EaselJS mouse events.
   * @event dblClick
   */

  /**
   * Interaction events should be added to `htmlElement`, and not the DOMElement instance, since DOMElement instances
   * are not full EaselJS display objects and do not participate in EaselJS mouse events.
   * @event mousedown
   */

  /**
   * The HTMLElement can listen for the mouseover event, not the DOMElement instance.
   * Since DOMElement instances are not full EaselJS display objects and do not participate in EaselJS mouse events.
   * @event mouseover
   */

  /**
   * Not applicable to DOMElement.
   * @event tick
   */


// private methods:
  /**
   * @method _tick
   * @param {Object} evtObj An event object that will be dispatched to all tick listeners. This object is reused between dispatchers to reduce construction & GC costs.
   * function.
   * @protected
   */
  p._tick = function(evtObj) {
    var stage = this.stage;
    if(stage && stage !== this._oldStage) {
      this._drawAction && stage.off("drawend", this._drawAction);
      this._drawAction = stage.on("drawend", this._handleDrawEnd, this);
      this._oldStage = stage;
    }
    this.DisplayObject__tick(evtObj);
  };

  /**
   * @method _handleDrawEnd
   * @param {Event} evt
   * @protected
   */
  p._handleDrawEnd = function(evt) {
    var o = this.htmlElement;
    if (!o) { return; }
    var style = o.style;

    var props = this.getConcatenatedDisplayProps(this._props), mtx = props.matrix;

    var visibility = props.visible ? "visible" : "hidden";
    if (visibility != style.visibility) { style.visibility = visibility; }
    if (!props.visible) { return; }

    var oldProps = this._oldProps, oldMtx = oldProps&&oldProps.matrix;
    var n = 10000; // precision

    if (!oldMtx || !oldMtx.equals(mtx)) {
      var str = "matrix(" + (mtx.a*n|0)/n +","+ (mtx.b*n|0)/n +","+ (mtx.c*n|0)/n +","+ (mtx.d*n|0)/n +","+ (mtx.tx+0.5|0);
      style.transform = style.WebkitTransform = style.OTransform = style.msTransform = str +","+ (mtx.ty+0.5|0) +")";
      style.MozTransform = str +"px,"+ (mtx.ty+0.5|0) +"px)";
      if (!oldProps) { oldProps = this._oldProps = new createjs.DisplayProps(true, null); }
      oldProps.matrix.copy(mtx);
    }

    if (oldProps.alpha != props.alpha) {
      style.opacity = ""+(props.alpha*n|0)/n;
      oldProps.alpha = props.alpha;
    }
  };


  createjs.DOMElement = createjs.promote(DOMElement, "DisplayObject");
}());

//##############################################################################
// Filter.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Base class that all filters should inherit from. Filters need to be applied to objects that have been cached using
   * the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} method. If an object changes, please cache it again, or use
   * {{#crossLink "DisplayObject/updateCache"}}{{/crossLink}}. Note that the filters must be applied before caching.
   *
   * <h4>Example</h4>
   *
   *      myInstance.filters = [
   *          new createjs.ColorFilter(0, 0, 0, 1, 255, 0, 0),
   *          new createjs.BlurFilter(5, 5, 10)
   *      ];
   *      myInstance.cache(0,0, 100, 100);
   *
   * Note that each filter can implement a {{#crossLink "Filter/getBounds"}}{{/crossLink}} method, which returns the
   * margins that need to be applied in order to fully display the filter. For example, the {{#crossLink "BlurFilter"}}{{/crossLink}}
   * will cause an object to feather outwards, resulting in a margin around the shape.
   *
   * <h4>EaselJS Filters</h4>
   * EaselJS comes with a number of pre-built filters:
   * <ul><li>{{#crossLink "AlphaMapFilter"}}{{/crossLink}} : Map a greyscale image to the alpha channel of a display object</li>
   *      <li>{{#crossLink "AlphaMaskFilter"}}{{/crossLink}}: Map an image's alpha channel to the alpha channel of a display object</li>
   *      <li>{{#crossLink "BlurFilter"}}{{/crossLink}}: Apply vertical and horizontal blur to a display object</li>
   *      <li>{{#crossLink "ColorFilter"}}{{/crossLink}}: Color transform a display object</li>
   *      <li>{{#crossLink "ColorMatrixFilter"}}{{/crossLink}}: Transform an image using a {{#crossLink "ColorMatrix"}}{{/crossLink}}</li>
   * </ul>
   *
   * @class Filter
   * @constructor
   **/
  function Filter() {
    /**
     * A flag stating that this filter uses a context draw mode and cannot be batched into imageData processing.
     * @property usesContext
     * @type {boolean}
     * @default false
     */
    this.usesContext = false;

    /**
     * Another filter that is required to act as part of this filter and created and managed under the hood.
     * @private
     * @property _multiPass
     * @type {Filter}
     * @default null
     */
    this._multiPass = null;

    /**
     * Pre-processed template shader code. It will be parsed before being fed in into the shader compiler.
     * This should be based upon StageGL.SHADER_VERTEX_BODY_REGULAR
     * @property VTX_SHADER
     * @virtual
     * @type {String}
     * @readonly
     */
    this.VTX_SHADER_BODY = null;

    /**
     * Pre-processed template shader code. It will be parsed before being fed in into the shader compiler.
     * This should be based upon StageGL.SHADER_FRAGMENT_BODY_REGULAR
     * @property FRAG_SHADER
     * @virtual
     * @type {String}
     * @readonly
     */
    this.FRAG_SHADER_BODY = null;
  }
  var p = Filter.prototype;

// public methods:
  /**
   * Provides padding values for this filter. That is, how much the filter will extend the visual bounds of an object it is applied to.
   * @method getBounds
   * @param {Rectangle} [rect] If specified, the provided Rectangle instance will be expanded by the padding amounts and returned.
   * @return {Rectangle} If a `rect` param was provided, it is returned. If not, either a new rectangle with the padding values, or null if no padding is required for this filter.
   **/
  p.getBounds = function(rect) {
    return rect;
  };

  /**
   * Assign any unique uniforms or other setup functionality here.
   * @method shaderParamSetup
   * @virtual
   * @param {WebGLContext} gl The context associated with the stage performing the render.
   * @param {StageGL} stage The stage instance that will be rendering.
   * @param {ShaderProgram} shaderProgram The compiled shader that is going to be used to perform the render.
   */
  p.shaderParamSetup = function(gl, stage, shaderProgram) {};

  /**
   * Applies the filter to the specified context.
   * @method applyFilter
   * @param {CanvasRenderingContext2D} ctx The 2D context to use as the source.
   * @param {Number} x The x position to use for the source rect.
   * @param {Number} y The y position to use for the source rect.
   * @param {Number} width The width to use for the source rect.
   * @param {Number} height The height to use for the source rect.
   * @param {CanvasRenderingContext2D} [targetCtx] The 2D context to draw the result to. Defaults to the context passed to ctx.
   * @param {Number} [targetX] The x position to draw the result to. Defaults to the value passed to x.
   * @param {Number} [targetY] The y position to draw the result to. Defaults to the value passed to y.
   * @return {Boolean} If the filter was applied successfully.
   **/
  p.applyFilter = function(ctx, x, y, width, height, targetCtx, targetX, targetY) {
    // this is the default behaviour because most filters access pixel data. It is overridden when not needed.
    targetCtx = targetCtx || ctx;
    if (targetX == null) { targetX = x; }
    if (targetY == null) { targetY = y; }
    try {
      var imageData = ctx.getImageData(x, y, width, height);
    } catch (e) {
      return false;
    }
    if (this._applyFilter(imageData)) {
      targetCtx.putImageData(imageData, targetX, targetY);
      return true;
    }
    return false;
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[Filter]";
  };

  /**
   * Returns a clone of this Filter instance.
   * @method clone
   * @return {Filter} A clone of the current Filter instance.
   **/
  p.clone = function() {
    return new Filter();
  };

// private methods:
  /**
   * @method _applyFilter
   * @param {ImageData} imageData Target ImageData instance.
   * @return {Boolean}
   **/
  p._applyFilter = function(imageData) { return true; };


  createjs.Filter = Filter;
}());

//##############################################################################
// BitmapCache.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * The BitmapCache is an internal representation of all the cache properties and logic required in order to "cache"
   * an object. This information and functionality used to be located on a {{#crossLink "DisplayObject/cache"}}{{/crossLink}}
   * method in {{#crossLink "DisplayObject"}}{{/crossLink}}, but was moved to its own class.
   *
   * Caching in this context is purely visual, and will render the DisplayObject out into an image to be used instead
   * of the object. The actual cache itself is still stored on the target with the {{#crossLink "DisplayObject/cacheCanvas:property"}}{{/crossLink}}.
   * Working with a singular image like a {{#crossLink "Bitmap"}}{{/crossLink}} there is little benefit to performing
   * a cache as it is already a single image. Caching is best done on containers containing multiple complex parts that
   * do not move often, so that rendering the image instead will improve overall rendering speed. A cached object will
   * not visually update until explicitly told to do so with a call to update, much like a Stage. If a cache is being
   * updated every frame it is likely not improving rendering performance. Cache are best used when updates will be sparse.
   *
   * Caching is also a co-requisite for applying filters to prevent expensive filters running constantly without need,
   * and to physically enable some effects. The BitmapCache is also responsible for applying filters to objects and
   * reads each {{#crossLink "Filter"}}{{/crossLink}} due to this relationship. Real-time Filters are not recommended
   * performance wise when dealing with a Context2D canvas. For best performance and to still allow for some visual
   * effects use a compositeOperation when possible.
   * @class BitmapCache
   * @constructor
   **/
  function BitmapCache() {

    // public:
    /**
     * Width of the cache relative to the target object.
     * @property width
     * @protected
     * @type {Number}
     * @default undefined
     **/
    this.width = undefined;

    /**
     * Height of the cache relative to the target object.
     * @property height
     * @protected
     * @type {Number}
     * @default undefined
     * @todo Should the width and height be protected?
     **/
    this.height = undefined;

    /**
     * Horizontal position of the cache relative to the target's origin.
     * @property x
     * @protected
     * @type {Number}
     * @default undefined
     **/
    this.x = undefined;

    /**
     * Vertical position of the cache relative to target's origin.
     * @property y
     * @protected
     * @type {Number}
     * @default undefined
     **/
    this.y = undefined;

    /**
     * The internal scale of the cache image, does not affects display size. This is useful to both increase and
     * decrease render quality. Objects with increased scales are more likely to look good when scaled up or rotated.
     * Objects with decreased scales can save on rendering performance.
     * @property scale
     * @protected
     * @type {Number}
     * @default 1
     **/
    this.scale = 1;

    /**
     * The x offset used for drawing into the cache itself, accounts for both transforms applied.
     * @property offX
     * @protected
     * @type {Number}
     * @default 0
     **/
    this.offX = 0;

    /**
     * The y offset used for drawing into the cache itself, accounts for both transforms applied.
     * @property offY
     * @protected
     * @type {Number}
     * @default 0
     **/
    this.offY = 0;

    /**
     * Track how many times the cache has been updated, mostly used for preventing duplicate cacheURLs.
     * This can be useful to see if a cache has been updated.
     * @property cacheID
     * @type {Number}
     * @default 0
     **/
    this.cacheID = 0;

    // protected:
    /**
     * The relative offset of the filter's x position, used for drawing the cache onto its container.
     * Re-calculated every update call before drawing.
     * @property _filterOffY
     * @protected
     * @type {Number}
     * @default 0
     **/
    this._filterOffX = 0;

    /**
     * The relative offset of the filter's y position, used for drawing the cache onto its container.
     * Re-calculated every update call before drawing.
     * @property _filterOffY
     * @protected
     * @type {Number}
     * @default 0
     **/
    this._filterOffY = 0;

    /**
     * The cacheID when a DataURL was requested.
     * @property _cacheDataURLID
     * @protected
     * @type {Number}
     * @default 0
     **/
    this._cacheDataURLID = 0;

    /**
     * The cache's DataURL, generated on-demand using the getter.
     * @property _cacheDataURL
     * @protected
     * @type {String}
     * @default null
     **/
    this._cacheDataURL = null;

    /**
     * Internal tracking of final bounding width, approximately width*scale; however, filters can complicate the actual value.
     * @property _drawWidth
     * @protected
     * @type {Number}
     * @default 0
     **/
    this._drawWidth = 0;

    /**
     * Internal tracking of final bounding height, approximately height*scale; however, filters can complicate the actual value.
     * @property _drawHeight
     * @protected
     * @type {Number}
     * @default 0
     **/
    this._drawHeight = 0;
  }
  var p = BitmapCache.prototype;

  /**
   * Returns the bounds that surround all applied filters, relies on each filter to describe how it changes bounds.
   * @method getFilterBounds
   * @param {DisplayObject} target The object to check the filter bounds for.
   * @param {Rectangle} [output=null] Optional parameter, if provided then calculated bounds will be applied to that object.
   * @return {Rectangle} bounds object representing the bounds with filters.
   * @static
   **/
  BitmapCache.getFilterBounds = function(target, output) {
    if(!output){ output = new createjs.Rectangle(); }
    var filters = target.filters;
    var filterCount = filters && filters.length;
    if (!!filterCount <= 0) { return output; }

    for(var i=0; i<filterCount; i++) {
      var f = filters[i];
      if(!f || !f.getBounds){ continue; }
      var test = f.getBounds();
      if(!test){ continue; }
      if(i==0) {
        output.setValues(test.x, test.y, test.width, test.height);
      } else {
        output.extend(test.x, test.y, test.width, test.height);
      }
    }

    return output;
  };

// public methods:
  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[BitmapCache]";
  };

  /**
   * Actually create the correct cache surface and properties associated with it. Caching and it's benefits are discussed
   * by the {{#crossLink "DisplayObject/cache"}}{{/crossLink}} function and this class description. Here are the detailed
   * specifics of how to use the options object.
   *
   * - If options.useGL is set to "new" a StageGL is created and contained on this for use when rendering the cache.
   * - If options.useGL is set to "stage" if the current stage is a StageGL it will be used. If not then it will default to "new".
   * - If options.useGL is a StageGL instance it will not create one but use the one provided.
   * - If options.useGL is undefined a Context 2D cache will be performed.
   *
   * This means you can use any combination of StageGL and 2D with either, neither, or both the stage and cache being
   * WebGL. Using "new" with a StageGL display list is highly unrecommended, but still an option. It should be avoided
   * due to negative performance reasons and the Image loading limitation noted in the class complications above.
   *
   * When "options.useGL" is set to the parent stage of the target and WebGL, performance is increased by using
   * "RenderTextures" instead of canvas elements. These are internal Textures on the graphics card stored in the GPU.
   * Because they are no longer canvases you cannot perform operations you could with a regular canvas. The benefit
   * is that this avoids the slowdown of copying the texture back and forth from the GPU to a Canvas element.
   * This means "stage" is the recommended option when available.
   *
   * A StageGL cache does not infer the ability to draw objects a StageGL cannot currently draw, i.e. do not use a
   * WebGL context cache when caching a Shape, Text, etc.
   * <h4>WebGL cache with a 2D context</h4>
   *
   *     var stage = new createjs.Stage();
   *     var bmp = new createjs.Bitmap(src);
   *     bmp.cache(0, 0, bmp.width, bmp.height, 1, {gl: "new"});          // no StageGL to use, so make one
   *
   *     var shape = new createjs.Shape();
   *     shape.graphics.clear().fill("red").drawRect(0,0,20,20);
   *     shape.cache(0, 0, 20, 20, 1);                             // cannot use WebGL cache
   *
   * <h4>WebGL cache with a WebGL context</h4>
   *
   *     var stageGL = new createjs.StageGL();
   *     var bmp = new createjs.Bitmap(src);
   *     bmp.cache(0, 0, bmp.width, bmp.height, 1, {gl: "stage"});       // use our StageGL to cache
   *
   *     var shape = new createjs.Shape();
   *     shape.graphics.clear().fill("red").drawRect(0,0,20,20);
   *     shape.cache(0, 0, 20, 20, 1);                             // cannot use WebGL cache
   *
   * You may wish to create your own StageGL instance to control factors like clear color, transparency, AA, and
   * others. If you do, pass a new instance in instead of "true", the library will automatically set the
   * {{#crossLink "StageGL/isCacheControlled"}}{{/crossLink}} to true on your instance. This will trigger it to behave
   * correctly, and not assume your main context is WebGL.
   *
   * @public
   * @method BitmapCache.cache
   * @param {Number} x The x coordinate origin for the cache region.
   * @param {Number} y The y coordinate origin for the cache region.
   * @param {Number} width The width of the cache region.
   * @param {Number} height The height of the cache region.
   * @param {Number} [scale=1] The scale at which the cache will be created. For example, if you cache a vector shape
   * using myShape.cache(0,0,100,100,2) then the resulting cacheCanvas will be 200x200 px. This lets you scale and
   * rotate cached elements with greater fidelity. Default is 1.
   * @param {Object} [options=undefined] Specify additional parameters for the cache logic
   * @param {undefined|"new"|"stage"|StageGL} [options.useGL=undefined] Select whether to use context 2D, or WebGL rendering, and
   * whether to make a new stage instance or use an existing one. See above for extensive details on use.
   * @for BitmapCache
   */
  p.define = function(target, x, y, width, height, scale, options) {
    if(!target){ throw "No symbol to cache"; }
    this._options = options;
    this.target = target;

    this.width =		width >= 1 ? width : 1;
    this.height =		height >= 1 ? height : 1;
    this.x =			x || 0;
    this.y =			y || 0;
    this.scale =		scale || 1;

    this.update();
  };

  /**
   * Directly called via {{#crossLink "DisplayObject/updateCache:method"}}{{/crossLink}}, but also internally. This
   * has the dual responsibility of making sure the surface is ready to be drawn to, and performing the draw. For
   * full details of each behaviour, check the protected functions {{#crossLink "BitmapCache/_updateSurface"}}{{/crossLink}}
   * and {{#crossLink "BitmapCache/_drawToCache"}}{{/crossLink}} respectively.
   * @method update
   * @param {String} [compositeOperation=null] The DisplayObject this cache is linked to.
   **/
  p.update = function(compositeOperation) {
    if(!this.target) { throw "define() must be called before update()"; }

    var filterBounds = BitmapCache.getFilterBounds(this.target);
    var surface = this.target.cacheCanvas;

    this._drawWidth = Math.ceil(this.width*this.scale) + filterBounds.width;
    this._drawHeight = Math.ceil(this.height*this.scale) + filterBounds.height;

    if(!surface || this._drawWidth != surface.width || this._drawHeight != surface.height) {
      this._updateSurface();
    }

    this._filterOffX = filterBounds.x;
    this._filterOffY = filterBounds.y;
    this.offX = this.x*this.scale + this._filterOffX;
    this.offY = this.y*this.scale + this._filterOffY;

    this._drawToCache(compositeOperation);

    this.cacheID = this.cacheID?this.cacheID+1:1;
  };

  /**
   * Reset and release all the properties and memory associated with this cache.
   * @method release
   **/
  p.release = function() {
    if (this._webGLCache) {
      // if it isn't cache controlled clean up after yourself
      if (!this._webGLCache.isCacheControlled) {
        if (this.__lastRT){ this.__lastRT = undefined; }
        if (this.__rtA){ this._webGLCache._killTextureObject(this.__rtA); }
        if (this.__rtB){ this._webGLCache._killTextureObject(this.__rtB); }
        if (this.target && this.target.cacheCanvas){ this._webGLCache._killTextureObject(this.target.cacheCanvas); }
      }
      // set the context to none and let the garbage collector get the rest when the canvas itself gets removed
      this._webGLCache = false;
    } else {
      var stage = this.target.stage;
      if (stage instanceof createjs.StageGL){
        stage.releaseTexture(this.target.cacheCanvas);
      }
    }

    this.target = this.target.cacheCanvas = null;
    this.cacheID = this._cacheDataURLID = this._cacheDataURL = undefined;
    this.width = this.height = this.x = this.y = this.offX = this.offY = 0;
    this.scale = 1;
  };

  /**
   * Returns a data URL for the cache, or `null` if this display object is not cached.
   * Uses {{#crossLink "BitmapCache/cacheID:property"}}{{/crossLink}} to ensure a new data URL is not generated if the
   * cache has not changed.
   * @method getCacheDataURL
   * @return {String} The image data url for the cache.
   **/
  p.getCacheDataURL = function() {
    var cacheCanvas = this.target && this.target.cacheCanvas;
    if (!cacheCanvas) { return null; }
    if (this.cacheID != this._cacheDataURLID) {
      this._cacheDataURLID = this.cacheID;
      this._cacheDataURL = cacheCanvas.toDataURL?cacheCanvas.toDataURL():null;	// incase function is
    }
    return this._cacheDataURL;
  };

  /**
   * Use context2D drawing commands to display the cache canvas being used.
   * @method draw
   * @param {CanvasRenderingContext2D} ctx The context to draw into.
   * @return {Boolean} Whether the draw was handled successfully.
   **/
  p.draw = function(ctx) {
    if(!this.target) { return false; }
    ctx.drawImage(this.target.cacheCanvas,
      this.x + (this._filterOffX/this.scale),		this.y + (this._filterOffY/this.scale),
      this._drawWidth/this.scale,					this._drawHeight/this.scale
    );
    return true;
  };

// private methods:
  /**
   * Create or resize the invisible canvas/surface that is needed for the display object(s) to draw to,
   * and in turn be used in their stead when drawing. The surface is resized to the size defined
   * by the width and height, factoring in scaling and filters. Adjust them to adjust the output size.
   * @method _updateSurface
   * @protected
   **/
  p._updateSurface = function() {
    if (!this._options || !this._options.useGL) {
      var surface = this.target.cacheCanvas;

      // create it if it's missing
      if(!surface) {
        surface = this.target.cacheCanvas = createjs.createCanvas?createjs.createCanvas():document.createElement("canvas");
      }

      // now size it
      surface.width = this._drawWidth;
      surface.height = this._drawHeight;
      return;
    }

    // create it if it's missing
    if (!this._webGLCache) {
      if (this._options.useGL === "stage") {
        if(!(this.target.stage && this.target.stage.isWebGL)){
          var error = "Cannot use 'stage' for cache because the object's parent stage is ";
          error += this.target.stage ? "non WebGL." : "not set, please addChild to the correct stage.";
          throw error;
        }
        this.target.cacheCanvas = true; // will be replaced with RenderTexture, temporary positive value for old "isCached" checks
        this._webGLCache = this.target.stage;

      } else if(this._options.useGL === "new") {
        this.target.cacheCanvas = document.createElement("canvas"); // we can turn off autopurge because we wont be making textures here
        this._webGLCache = new createjs.StageGL(this.target.cacheCanvas, {antialias: true, transparent: true, autoPurge: -1});
        this._webGLCache.isCacheControlled = true;	// use this flag to control stage sizing and final output

      } else if(this._options.useGL instanceof createjs.StageGL) {
        this.target.cacheCanvas = true; // will be replaced with RenderTexture, temporary positive value for old "isCached" checks
        this._webGLCache = this._options.useGL;
        this._webGLCache.isCacheControlled = true;	// use this flag to control stage sizing and final output

      } else {
        throw "Invalid option provided to useGL, expected ['stage', 'new', StageGL, undefined], got "+ this._options.useGL;
      }
    }

    // now size render surfaces
    var surface = this.target.cacheCanvas;
    var stageGL = this._webGLCache;

    // if we have a dedicated stage we've gotta size it
    if (stageGL.isCacheControlled) {
      surface.width = this._drawWidth;
      surface.height = this._drawHeight;
      stageGL.updateViewport(this._drawWidth, this._drawHeight);
    }
    if (this.target.filters) {
      // with filters we can't tell how many we'll need but the most we'll ever need is two, so make them now
      stageGL.getTargetRenderTexture(this.target, this._drawWidth,this._drawHeight);
      stageGL.getTargetRenderTexture(this.target, this._drawWidth,this._drawHeight);
    } else {
      // without filters then we only need one RenderTexture, and that's only if its not a dedicated stage
      if (!stageGL.isCacheControlled) {
        stageGL.getTargetRenderTexture(this.target, this._drawWidth,this._drawHeight);
      }
    }
  };

  /**
   * Perform the cache draw out for context 2D now that the setup properties have been performed.
   * @method _drawToCache
   * @protected
   **/
  p._drawToCache = function(compositeOperation) {
    var surface = this.target.cacheCanvas;
    var target = this.target;
    var webGL = this._webGLCache;

    if (webGL){
      //TODO: auto split blur into an x/y pass
      webGL.cacheDraw(target, target.filters, this);

      // we may of swapped around which element the surface is, so we re-fetch it
      surface = this.target.cacheCanvas;

      surface.width = this._drawWidth;
      surface.height = this._drawHeight;
    } else {
      var ctx = surface.getContext("2d");

      if (!compositeOperation) {
        ctx.clearRect(0, 0, this._drawWidth+1, this._drawHeight+1);
      }

      ctx.save();
      ctx.globalCompositeOperation = compositeOperation;
      ctx.setTransform(this.scale,0,0,this.scale, -this._filterOffX,-this._filterOffY);
      ctx.translate(-this.x, -this.y);
      target.draw(ctx, true);
      ctx.restore();


      if (target.filters && target.filters.length) {
        this._applyFilters(ctx);
      }
    }
    surface._invalid = true;
  };

  /**
   * Work through every filter and apply its individual visual transformation.
   * @method _applyFilters
   * @protected
   **/
  p._applyFilters = function(ctx) {
    var filters = this.target.filters;

    var w = this._drawWidth;
    var h = this._drawHeight;

    var data;

    var i = 0, filter = filters[i];
    do { // this is safe because we wouldn't be in apply filters without a filter count of at least 1
      if(filter.usesContext){
        if(data) {
          ctx.putImageData(data, 0,0);
          data = null;
        }
        filter.applyFilter(ctx, 0,0, w,h);
      } else {
        if(!data) {
          data = ctx.getImageData(0,0, w,h);
        }
        filter._applyFilter(data);
      }

      // work through the multipass if it's there, otherwise move on
      filter = filter._multiPass !== null ? filter._multiPass : filters[++i];
    } while (filter);

    //done
    if(data) {
      ctx.putImageData(data, 0,0);
    }
  };

  createjs.BitmapCache = BitmapCache;
}());

//##############################################################################
// BlurFilter.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Applies a box blur to DisplayObjects in context 2D and a Gaussian blur in webgl. Note that this filter is fairly
   * intensive, particularly if the quality is set higher than 1.
   *
   * <h4>Example</h4>
   * This example creates a red circle, and then applies a 5 pixel blur to it. It uses the {{#crossLink "Filter/getBounds"}}{{/crossLink}}
   * method to account for the spread that the blur causes.
   *
   *      var shape = new createjs.Shape().set({x:100,y:100});
   *      shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
   *
   *      var blurFilter = new createjs.BlurFilter(5, 5, 1);
   *      shape.filters = [blurFilter];
   *      var bounds = blurFilter.getBounds();
   *
   *      shape.cache(-50+bounds.x, -50+bounds.y, 100+bounds.width, 100+bounds.height);
   *
   * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters.
   * @class BlurFilter
   * @extends Filter
   * @constructor
   * @param {Number} [blurX=0] The horizontal blur radius in pixels.
   * @param {Number} [blurY=0] The vertical blur radius in pixels.
   * @param {Number} [quality=1] The number of blur iterations.
   **/
  function BlurFilter( blurX, blurY, quality) {
    this.Filter_constructor();

    // public properties:
    /**
     * Horizontal blur radius in pixels
     * @property blurX
     * @default 0
     * @type Number
     **/
    this._blurX = blurX;
    this._blurXTable = [];
    this._lastBlurX = null;

    /**
     * Vertical blur radius in pixels
     * @property blurY
     * @default 0
     * @type Number
     **/
    this._blurY = blurY;
    this._blurYTable = [];
    this._lastBlurY = null;

    /**
     * Number of blur iterations. For example, a value of 1 will produce a rough blur. A value of 2 will produce a
     * smoother blur, but take twice as long to run.
     * @property quality
     * @default 1
     * @type Number
     **/
    this._quality;
    this._lastQuality = null;

    /**
     * This is a template to generate the shader for {{#crossLink FRAG_SHADER_BODY}}{{/crossLink}}
     */
    this.FRAG_SHADER_TEMPLATE = (
      "uniform float xWeight[{{blurX}}];" +
      "uniform float yWeight[{{blurY}}];" +
      "uniform vec2 textureOffset;" +
      "void main(void) {" +
      "vec4 color = vec4(0.0);" +

      "float xAdj = ({{blurX}}.0-1.0)/2.0;" +
      "float yAdj = ({{blurY}}.0-1.0)/2.0;" +
      "vec2 sampleOffset;" +

      "for(int i=0; i<{{blurX}}; i++) {" +
      "for(int j=0; j<{{blurY}}; j++) {" +
      "sampleOffset = vRenderCoord + (textureOffset * vec2(float(i)-xAdj, float(j)-yAdj));" +
      "color += texture2D(uSampler, sampleOffset) * (xWeight[i] * yWeight[j]);" +
      "}" +
      "}" +

      "gl_FragColor = color.rgba;" +
      "}"
    );

    // update the filter using the setters
    if(isNaN(quality) || quality < 1){ quality = 1; }
    this.setQuality(quality|0);
  }
  var p = createjs.extend(BlurFilter, createjs.Filter);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.

  p.getBlurX = function() { return this._blurX; };
  p.getBlurY = function() { return this._blurY; };
  p.setBlurX = function(value) {
    if(isNaN(value) || value < 0){ value = 0; }
    this._blurX = value;
  };
  p.setBlurY = function(value) {
    if(isNaN(value) || value < 0){ value = 0; }
    this._blurY = value;
  };
  p.getQuality = function() { return this._quality; };
  p.setQuality = function(value) {
    if(isNaN(value) || value < 0){ value = 0; }
    this._quality = value | 0;
  };
  p._getShader = function() {
    var xChange = this._lastBlurX !== this._blurX;
    var yChange = this._lastBlurY !== this._blurY;
    var qChange = this._lastQuality !== this._quality;
    if(xChange || yChange || qChange) {
      if(xChange || qChange) { this._blurXTable = this._getTable(this._blurX * this._quality); }
      if(yChange || qChange) { this._blurYTable = this._getTable(this._blurY * this._quality); }
      this._updateShader();
      this._lastBlurX = this._blurX;
      this._lastBlurY = this._blurY;
      this._lastQuality = this._quality;
      return undefined; // force a rebuild
    }
    return this._compiledShader;
  };
  p._setShader = function() { this._compiledShader; };

  try {
    Object.defineProperties(p, {
      blurX: { get: p.getBlurX, set: p.setBlurX },
      blurY: { get: p.getBlurY, set: p.setBlurY },
      quality: { get: p.getQuality, set: p.setQuality },
      _builtShader: { get: p._getShader, set: p._setShader}
    });
  } catch (e) { console.log(e); }

  /**
   * Internal lookup function to create gaussian distribution.
   * @method _getTable
   * @param {Number} spread How many steps in the curve.
   * @return {Array<Number>} An array with Math.ceil(spread*2) entries with appropriately distributed weights.
   */
  p._getTable = function(spread) {
    var EDGE = 4.2;
    if(spread<=1) { return [1]; }

    var result = [];
    var count = Math.ceil(spread*2);
    count += (count%2)?0:1;
    var adjust = (count/2)|0;
    for(var i = -adjust; i<=adjust; i++) {
      var x = (i/adjust)*EDGE;
      result.push(1/Math.sqrt(2*Math.PI) * Math.pow(Math.E, -(Math.pow(x,2)/4)));
    }
    var factor = result.reduce(function(a, b) { return a + b; });
    return result.map(function(currentValue, index, array) { return currentValue/factor; });
  };

  /**
   * Internal update function to create shader properties.
   * @method _updateShader
   */
  p._updateShader = function() {
    if(this._blurX === undefined || this._blurY === undefined){ return; }
    var result = this.FRAG_SHADER_TEMPLATE;
    result = result.replace(/\{\{blurX\}\}/g, (this._blurXTable.length).toFixed(0));
    result = result.replace(/\{\{blurY\}\}/g, (this._blurYTable.length).toFixed(0));
    this.FRAG_SHADER_BODY = result;
  };

  /** docced in super class **/
  p.shaderParamSetup = function(gl, stage, shaderProgram) {
    // load the normalized gaussian weight tables
    gl.uniform1fv(
      gl.getUniformLocation(shaderProgram, "xWeight"),
      this._blurXTable
    );
    gl.uniform1fv(
      gl.getUniformLocation(shaderProgram, "yWeight"),
      this._blurYTable
    );

    // what is the size of a single pixel in -1, 1 (webGL) space
    gl.uniform2f(
      gl.getUniformLocation(shaderProgram, "textureOffset"),
      2/(stage._viewportWidth*this._quality), 2/(stage._viewportHeight*this._quality)
    );
  };

// constants:
  /**
   * Array of multiply values for blur calculations.
   * @property MUL_TABLE
   * @type Array
   * @protected
   * @static
   **/
  BlurFilter.MUL_TABLE = [1, 171, 205, 293, 57, 373, 79, 137, 241, 27, 391, 357, 41, 19, 283, 265, 497, 469, 443, 421, 25, 191, 365, 349, 335, 161, 155, 149, 9, 278, 269, 261, 505, 245, 475, 231, 449, 437, 213, 415, 405, 395, 193, 377, 369, 361, 353, 345, 169, 331, 325, 319, 313, 307, 301, 37, 145, 285, 281, 69, 271, 267, 263, 259, 509, 501, 493, 243, 479, 118, 465, 459, 113, 446, 55, 435, 429, 423, 209, 413, 51, 403, 199, 393, 97, 3, 379, 375, 371, 367, 363, 359, 355, 351, 347, 43, 85, 337, 333, 165, 327, 323, 5, 317, 157, 311, 77, 305, 303, 75, 297, 294, 73, 289, 287, 71, 141, 279, 277, 275, 68, 135, 67, 133, 33, 262, 260, 129, 511, 507, 503, 499, 495, 491, 61, 121, 481, 477, 237, 235, 467, 232, 115, 457, 227, 451, 7, 445, 221, 439, 218, 433, 215, 427, 425, 211, 419, 417, 207, 411, 409, 203, 202, 401, 399, 396, 197, 49, 389, 387, 385, 383, 95, 189, 47, 187, 93, 185, 23, 183, 91, 181, 45, 179, 89, 177, 11, 175, 87, 173, 345, 343, 341, 339, 337, 21, 167, 83, 331, 329, 327, 163, 81, 323, 321, 319, 159, 79, 315, 313, 39, 155, 309, 307, 153, 305, 303, 151, 75, 299, 149, 37, 295, 147, 73, 291, 145, 289, 287, 143, 285, 71, 141, 281, 35, 279, 139, 69, 275, 137, 273, 17, 271, 135, 269, 267, 133, 265, 33, 263, 131, 261, 130, 259, 129, 257, 1];

  /**
   * Array of shift values for blur calculations.
   * @property SHG_TABLE
   * @type Array
   * @protected
   * @static
   **/
  BlurFilter.SHG_TABLE = [0, 9, 10, 11, 9, 12, 10, 11, 12, 9, 13, 13, 10, 9, 13, 13, 14, 14, 14, 14, 10, 13, 14, 14, 14, 13, 13, 13, 9, 14, 14, 14, 15, 14, 15, 14, 15, 15, 14, 15, 15, 15, 14, 15, 15, 15, 15, 15, 14, 15, 15, 15, 15, 15, 15, 12, 14, 15, 15, 13, 15, 15, 15, 15, 16, 16, 16, 15, 16, 14, 16, 16, 14, 16, 13, 16, 16, 16, 15, 16, 13, 16, 15, 16, 14, 9, 16, 16, 16, 16, 16, 16, 16, 16, 16, 13, 14, 16, 16, 15, 16, 16, 10, 16, 15, 16, 14, 16, 16, 14, 16, 16, 14, 16, 16, 14, 15, 16, 16, 16, 14, 15, 14, 15, 13, 16, 16, 15, 17, 17, 17, 17, 17, 17, 14, 15, 17, 17, 16, 16, 17, 16, 15, 17, 16, 17, 11, 17, 16, 17, 16, 17, 16, 17, 17, 16, 17, 17, 16, 17, 17, 16, 16, 17, 17, 17, 16, 14, 17, 17, 17, 17, 15, 16, 14, 16, 15, 16, 13, 16, 15, 16, 14, 16, 15, 16, 12, 16, 15, 16, 17, 17, 17, 17, 17, 13, 16, 15, 17, 17, 17, 16, 15, 17, 17, 17, 16, 15, 17, 17, 14, 16, 17, 17, 16, 17, 17, 16, 15, 17, 16, 14, 17, 16, 15, 17, 16, 17, 17, 16, 17, 15, 16, 17, 14, 17, 16, 15, 17, 16, 17, 13, 17, 16, 17, 17, 16, 17, 14, 17, 16, 17, 16, 17, 16, 17, 9];

// public methods:
  /** docced in super class **/
  p.getBounds = function (rect) {
    var x = this.blurX|0, y = this.blurY| 0;
    if(x <= 0 && y <= 0) { return rect; }
    var q = Math.pow(this.quality, 0.2);
    return (rect || new createjs.Rectangle()).pad(y*q+1,x*q+1,y*q+1,x*q+1);
  };

  /** docced in super class **/
  p.clone = function() {
    return new BlurFilter(this.blurX, this.blurY, this.quality);
  };

  /** docced in super class **/
  p.toString = function() {
    return "[BlurFilter]";
  };


// private methods:

  /** docced in super class **/
  p._applyFilter = function (imageData) {
    var radiusX = this._blurX >> 1;
    if (isNaN(radiusX) || radiusX < 0) return false;
    var radiusY = this._blurY >> 1;
    if (isNaN(radiusY) || radiusY < 0) return false;
    if (radiusX == 0 && radiusY == 0) return false;

    var iterations = this.quality;
    if (isNaN(iterations) || iterations < 1) iterations = 1;
    iterations |= 0;
    if (iterations > 3) iterations = 3;
    if (iterations < 1) iterations = 1;

    var px = imageData.data;
    var x=0, y=0, i=0, p=0, yp=0, yi=0, yw=0, r=0, g=0, b=0, a=0, pr=0, pg=0, pb=0, pa=0;

    var divx = (radiusX + radiusX + 1) | 0;
    var divy = (radiusY + radiusY + 1) | 0;
    var w = imageData.width | 0;
    var h = imageData.height | 0;

    var w1 = (w - 1) | 0;
    var h1 = (h - 1) | 0;
    var rxp1 = (radiusX + 1) | 0;
    var ryp1 = (radiusY + 1) | 0;

    var ssx = {r:0,b:0,g:0,a:0};
    var sx = ssx;
    for ( i = 1; i < divx; i++ )
    {
      sx = sx.n = {r:0,b:0,g:0,a:0};
    }
    sx.n = ssx;

    var ssy = {r:0,b:0,g:0,a:0};
    var sy = ssy;
    for ( i = 1; i < divy; i++ )
    {
      sy = sy.n = {r:0,b:0,g:0,a:0};
    }
    sy.n = ssy;

    var si = null;


    var mtx = BlurFilter.MUL_TABLE[radiusX] | 0;
    var stx = BlurFilter.SHG_TABLE[radiusX] | 0;
    var mty = BlurFilter.MUL_TABLE[radiusY] | 0;
    var sty = BlurFilter.SHG_TABLE[radiusY] | 0;

    while (iterations-- > 0) {

      yw = yi = 0;
      var ms = mtx;
      var ss = stx;
      for (y = h; --y > -1;) {
        r = rxp1 * (pr = px[(yi) | 0]);
        g = rxp1 * (pg = px[(yi + 1) | 0]);
        b = rxp1 * (pb = px[(yi + 2) | 0]);
        a = rxp1 * (pa = px[(yi + 3) | 0]);

        sx = ssx;

        for( i = rxp1; --i > -1; )
        {
          sx.r = pr;
          sx.g = pg;
          sx.b = pb;
          sx.a = pa;
          sx = sx.n;
        }

        for( i = 1; i < rxp1; i++ )
        {
          p = (yi + ((w1 < i ? w1 : i) << 2)) | 0;
          r += ( sx.r = px[p]);
          g += ( sx.g = px[p+1]);
          b += ( sx.b = px[p+2]);
          a += ( sx.a = px[p+3]);

          sx = sx.n;
        }

        si = ssx;
        for ( x = 0; x < w; x++ )
        {
          px[yi++] = (r * ms) >>> ss;
          px[yi++] = (g * ms) >>> ss;
          px[yi++] = (b * ms) >>> ss;
          px[yi++] = (a * ms) >>> ss;

          p = ((yw + ((p = x + radiusX + 1) < w1 ? p : w1)) << 2);

          r -= si.r - ( si.r = px[p]);
          g -= si.g - ( si.g = px[p+1]);
          b -= si.b - ( si.b = px[p+2]);
          a -= si.a - ( si.a = px[p+3]);

          si = si.n;

        }
        yw += w;
      }

      ms = mty;
      ss = sty;
      for (x = 0; x < w; x++) {
        yi = (x << 2) | 0;

        r = (ryp1 * (pr = px[yi])) | 0;
        g = (ryp1 * (pg = px[(yi + 1) | 0])) | 0;
        b = (ryp1 * (pb = px[(yi + 2) | 0])) | 0;
        a = (ryp1 * (pa = px[(yi + 3) | 0])) | 0;

        sy = ssy;
        for( i = 0; i < ryp1; i++ )
        {
          sy.r = pr;
          sy.g = pg;
          sy.b = pb;
          sy.a = pa;
          sy = sy.n;
        }

        yp = w;

        for( i = 1; i <= radiusY; i++ )
        {
          yi = ( yp + x ) << 2;

          r += ( sy.r = px[yi]);
          g += ( sy.g = px[yi+1]);
          b += ( sy.b = px[yi+2]);
          a += ( sy.a = px[yi+3]);

          sy = sy.n;

          if( i < h1 )
          {
            yp += w;
          }
        }

        yi = x;
        si = ssy;
        if ( iterations > 0 )
        {
          for ( y = 0; y < h; y++ )
          {
            p = yi << 2;
            px[p+3] = pa =(a * ms) >>> ss;
            if ( pa > 0 )
            {
              px[p]   = ((r * ms) >>> ss );
              px[p+1] = ((g * ms) >>> ss );
              px[p+2] = ((b * ms) >>> ss );
            } else {
              px[p] = px[p+1] = px[p+2] = 0
            }

            p = ( x + (( ( p = y + ryp1) < h1 ? p : h1 ) * w )) << 2;

            r -= si.r - ( si.r = px[p]);
            g -= si.g - ( si.g = px[p+1]);
            b -= si.b - ( si.b = px[p+2]);
            a -= si.a - ( si.a = px[p+3]);

            si = si.n;

            yi += w;
          }
        } else {
          for ( y = 0; y < h; y++ )
          {
            p = yi << 2;
            px[p+3] = pa =(a * ms) >>> ss;
            if ( pa > 0 )
            {
              pa = 255 / pa;
              px[p]   = ((r * ms) >>> ss ) * pa;
              px[p+1] = ((g * ms) >>> ss ) * pa;
              px[p+2] = ((b * ms) >>> ss ) * pa;
            } else {
              px[p] = px[p+1] = px[p+2] = 0
            }

            p = ( x + (( ( p = y + ryp1) < h1 ? p : h1 ) * w )) << 2;

            r -= si.r - ( si.r = px[p]);
            g -= si.g - ( si.g = px[p+1]);
            b -= si.b - ( si.b = px[p+2]);
            a -= si.a - ( si.a = px[p+3]);

            si = si.n;

            yi += w;
          }
        }
      }

    }
    return true;
  };

  createjs.BlurFilter = createjs.promote(BlurFilter, "Filter");
}());

//##############################################################################
// AlphaMapFilter.js
//##############################################################################

(function () {
  "use strict";


// constructor:
  /**
   * Applies a greyscale alpha map image (or canvas) to the target, such that the alpha channel of the result will
   * be copied from the red channel of the map, and the RGB channels will be copied from the target.
   *
   * Generally, it is recommended that you use {{#crossLink "AlphaMaskFilter"}}{{/crossLink}}, because it has much
   * better performance.
   *
   * <h4>Example</h4>
   * This example draws a red->blue box, caches it, and then uses the cache canvas as an alpha map on a 100x100 image.
   *
   *       var box = new createjs.Shape();
   *       box.graphics.beginLinearGradientFill(["#ff0000", "#0000ff"], [0, 1], 0, 0, 0, 100)
   *       box.graphics.drawRect(0, 0, 100, 100);
   *       box.cache(0, 0, 100, 100);
   *
   *       var bmp = new createjs.Bitmap("path/to/image.jpg");
   *       bmp.filters = [
   *           new createjs.AlphaMapFilter(box.cacheCanvas)
   *       ];
   *       bmp.cache(0, 0, 100, 100);
   *       stage.addChild(bmp);
   *
   * See {{#crossLink "Filter"}}{{/crossLink}} for more information on applying filters.
   * @class AlphaMapFilter
   * @extends Filter
   * @constructor
   * @param {HTMLImageElement|HTMLCanvasElement} alphaMap The greyscale image (or canvas) to use as the alpha value for the
   * result. This should be exactly the same dimensions as the target.
   **/
  function AlphaMapFilter(alphaMap) {
    this.Filter_constructor();

    // public properties:
    /**
     * The greyscale image (or canvas) to use as the alpha value for the result. This should be exactly the same
     * dimensions as the target.
     * @property alphaMap
     * @type HTMLImageElement|HTMLCanvasElement
     **/
    this.alphaMap = alphaMap;


    // private properties:
    /**
     * @property _alphaMap
     * @protected
     * @type HTMLImageElement|HTMLCanvasElement
     **/
    this._alphaMap = null;

    /**
     * @property _mapData
     * @protected
     * @type Uint8ClampedArray
     **/
    this._mapData = null;
    this._mapTexture = null;

    this.FRAG_SHADER_BODY = (
      "uniform sampler2D uAlphaSampler;"+

      "void main(void) {" +
      "vec4 color = texture2D(uSampler, vRenderCoord);" +
      "vec4 alphaMap = texture2D(uAlphaSampler, vTextureCoord);" +

      // some image formats can have transparent white rgba(1,1,1, 0) when put on the GPU, this means we need a slight tweak
      // using ceil ensure that the colour will be used so long as it exists but pure transparency will be treated black
      "gl_FragColor = vec4(color.rgb, color.a * (alphaMap.r * ceil(alphaMap.a)));" +
      "}"
    );
  }
  var p = createjs.extend(AlphaMapFilter, createjs.Filter);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.

  /** docced in super class **/
  p.shaderParamSetup = function(gl, stage, shaderProgram) {
    if(!this._mapTexture) { this._mapTexture = gl.createTexture(); }

    gl.activeTexture(gl.TEXTURE1);
    gl.bindTexture(gl.TEXTURE_2D, this._mapTexture);
    stage.setTextureParams(gl);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.alphaMap);

    gl.uniform1i(
      gl.getUniformLocation(shaderProgram, "uAlphaSampler"),
      1
    );
  };

// public methods:
  /** docced in super class **/
  p.clone = function () {
    var o = new AlphaMapFilter(this.alphaMap);
    o._alphaMap = this._alphaMap;
    o._mapData = this._mapData;
    return o;
  };

  /** docced in super class **/
  p.toString = function () {
    return "[AlphaMapFilter]";
  };


// private methods:
  /** docced in super class **/
  p._applyFilter = function (imageData) {
    if (!this.alphaMap) { return true; }
    if (!this._prepAlphaMap()) { return false; }

    // TODO: update to support scenarios where the target has different dimensions.
    var data = imageData.data;
    var map = this._mapData;
    for(var i=0, l=data.length; i<l; i += 4) { data[i + 3] = map[i] || 0; }

    return true;
  };

  /**
   * @method _prepAlphaMap
   * @protected
   **/
  p._prepAlphaMap = function () {
    if (!this.alphaMap) { return false; }
    if (this.alphaMap == this._alphaMap && this._mapData) { return true; }

    this._mapData = null;
    var map = this._alphaMap = this.alphaMap;
    var canvas = map;
    var ctx;
    if (map instanceof HTMLCanvasElement) {
      ctx = canvas.getContext("2d");
    } else {
      canvas = createjs.createCanvas ? createjs.createCanvas() : document.createElement("canvas");
      canvas.width = map.width;
      canvas.height = map.height;
      ctx = canvas.getContext("2d");
      ctx.drawImage(map, 0, 0);
    }

    try {
      var imgData = ctx.getImageData(0, 0, map.width, map.height);
    } catch (e) {
      //if (!this.suppressCrossDomainErrors) throw new Error("unable to access local image data: " + e);
      return false;
    }

    this._mapData = imgData.data;
    return true;
  };


  createjs.AlphaMapFilter = createjs.promote(AlphaMapFilter, "Filter");
}());

//##############################################################################
// AlphaMaskFilter.js
//##############################################################################

(function () {
  "use strict";


// constructor:
  /**
   * Applies the alpha from the mask image (or canvas) to the target, such that the alpha channel of the result will
   * be derived from the mask, and the RGB channels will be copied from the target. This can be used, for example, to
   * apply an alpha mask to a display object. This can also be used to combine a JPG compressed RGB image with a PNG32
   * alpha mask, which can result in a much smaller file size than a single PNG32 containing ARGB.
   *
   * <b>IMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters correctly.</b>
   *
   * <h4>Example</h4>
   * This example draws a gradient box, then caches it and uses the "cacheCanvas" as the alpha mask on a 100x100 image.
   *
   *      var box = new createjs.Shape();
   *      box.graphics.beginLinearGradientFill(["#000000", "rgba(0, 0, 0, 0)"], [0, 1], 0, 0, 100, 100)
   *      box.graphics.drawRect(0, 0, 100, 100);
   *      box.cache(0, 0, 100, 100);
   *
   *      var bmp = new createjs.Bitmap("path/to/image.jpg");
   *      bmp.filters = [
   *          new createjs.AlphaMaskFilter(box.cacheCanvas)
   *      ];
   *      bmp.cache(0, 0, 100, 100);
   *
   * See {{#crossLink "Filter"}}{{/crossLink}} for more information on applying filters.
   * @class AlphaMaskFilter
   * @extends Filter
   * @constructor
   * @param {HTMLImageElement|HTMLCanvasElement} mask
   **/
  function AlphaMaskFilter(mask) {
    this.Filter_constructor();

    // public properties:
    /**
     * The image (or canvas) to use as the mask.
     * @property mask
     * @type HTMLImageElement|HTMLCanvasElement
     **/
    this.mask = mask;

    /** docced in super class **/
    this.usesContext = true;

    this.FRAG_SHADER_BODY = (
      "uniform sampler2D uAlphaSampler;"+

      "void main(void) {" +
      "vec4 color = texture2D(uSampler, vRenderCoord);" +
      "vec4 alphaMap = texture2D(uAlphaSampler, vTextureCoord);" +

      "gl_FragColor = vec4(color.rgb, color.a * alphaMap.a);" +
      "}"
    );
  }
  var p = createjs.extend(AlphaMaskFilter, createjs.Filter);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.

  /** docced in super class **/
  p.shaderParamSetup = function(gl, stage, shaderProgram) {
    if(!this._mapTexture) { this._mapTexture = gl.createTexture(); }

    gl.activeTexture(gl.TEXTURE1);
    gl.bindTexture(gl.TEXTURE_2D, this._mapTexture);
    stage.setTextureParams(gl);
    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.mask);

    gl.uniform1i(
      gl.getUniformLocation(shaderProgram, "uAlphaSampler"),
      1
    );
  };

// public methods:
  /**
   * Applies the filter to the specified context.
   *
   * <strong>IMPORTANT NOTE: This filter currently does not support the targetCtx, or targetX/Y parameters
   * correctly.</strong>
   * @method applyFilter
   * @param {CanvasRenderingContext2D} ctx The 2D context to use as the source.
   * @param {Number} x The x position to use for the source rect.
   * @param {Number} y The y position to use for the source rect.
   * @param {Number} width The width to use for the source rect.
   * @param {Number} height The height to use for the source rect.
   * @param {CanvasRenderingContext2D} [targetCtx] NOT SUPPORTED IN THIS FILTER. The 2D context to draw the result to. Defaults to the context passed to ctx.
   * @param {Number} [targetX] NOT SUPPORTED IN THIS FILTER. The x position to draw the result to. Defaults to the value passed to x.
   * @param {Number} [targetY] NOT SUPPORTED IN THIS FILTER. The y position to draw the result to. Defaults to the value passed to y.
   * @return {Boolean} If the filter was applied successfully.
   **/
  p.applyFilter = function (ctx, x, y, width, height, targetCtx, targetX, targetY) {
    if (!this.mask) { return true; }
    targetCtx = targetCtx || ctx;
    if (targetX == null) { targetX = x; }
    if (targetY == null) { targetY = y; }

    targetCtx.save();
    if (ctx != targetCtx) {
      // TODO: support targetCtx and targetX/Y
      // clearRect, then draw the ctx in?
      return false;
    }

    targetCtx.globalCompositeOperation = "destination-in";
    targetCtx.drawImage(this.mask, targetX, targetY);
    targetCtx.restore();
    return true;
  };

  /** docced in super class **/
  p.clone = function () {
    return new AlphaMaskFilter(this.mask);
  };

  /** docced in super class **/
  p.toString = function () {
    return "[AlphaMaskFilter]";
  };


  createjs.AlphaMaskFilter = createjs.promote(AlphaMaskFilter, "Filter");
}());

//##############################################################################
// ColorFilter.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Applies a color transform to DisplayObjects.
   *
   * <h4>Example</h4>
   * This example draws a red circle, and then transforms it to Blue. This is accomplished by multiplying all the channels
   * to 0 (except alpha, which is set to 1), and then adding 255 to the blue channel.
   *
   *      var shape = new createjs.Shape().set({x:100,y:100});
   *      shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
   *
   *      shape.filters = [
   *          new createjs.ColorFilter(0,0,0,1, 0,0,255,0)
   *      ];
   *      shape.cache(-50, -50, 100, 100);
   *
   * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters.
   * @class ColorFilter
   * @param {Number} [redMultiplier=1] The amount to multiply against the red channel. This is a range between 0 and 1.
   * @param {Number} [greenMultiplier=1] The amount to multiply against the green channel. This is a range between 0 and 1.
   * @param {Number} [blueMultiplier=1] The amount to multiply against the blue channel. This is a range between 0 and 1.
   * @param {Number} [alphaMultiplier=1] The amount to multiply against the alpha channel. This is a range between 0 and 1.
   * @param {Number} [redOffset=0] The amount to add to the red channel after it has been multiplied. This is a range
   * between -255 and 255.
   * @param {Number} [greenOffset=0] The amount to add to the green channel after it has been multiplied. This is a range
   * between -255 and 255.
   * @param {Number} [blueOffset=0] The amount to add to the blue channel after it has been multiplied. This is a range
   * between -255 and 255.
   * @param {Number} [alphaOffset=0] The amount to add to the alpha channel after it has been multiplied. This is a range
   * between -255 and 255.
   * @constructor
   * @extends Filter
   **/
  function ColorFilter(redMultiplier, greenMultiplier, blueMultiplier, alphaMultiplier, redOffset, greenOffset, blueOffset, alphaOffset) {
    this.Filter_constructor();

    // public properties:
    /**
     * Red channel multiplier.
     * @property redMultiplier
     * @type Number
     **/
    this.redMultiplier = redMultiplier != null ? redMultiplier : 1;

    /**
     * Green channel multiplier.
     * @property greenMultiplier
     * @type Number
     **/
    this.greenMultiplier = greenMultiplier != null ? greenMultiplier : 1;

    /**
     * Blue channel multiplier.
     * @property blueMultiplier
     * @type Number
     **/
    this.blueMultiplier = blueMultiplier != null ? blueMultiplier : 1;

    /**
     * Alpha channel multiplier.
     * @property alphaMultiplier
     * @type Number
     **/
    this.alphaMultiplier = alphaMultiplier != null ? alphaMultiplier : 1;

    /**
     * Red channel offset (added to value).
     * @property redOffset
     * @type Number
     **/
    this.redOffset = redOffset || 0;

    /**
     * Green channel offset (added to value).
     * @property greenOffset
     * @type Number
     **/
    this.greenOffset = greenOffset || 0;

    /**
     * Blue channel offset (added to value).
     * @property blueOffset
     * @type Number
     **/
    this.blueOffset = blueOffset || 0;

    /**
     * Alpha channel offset (added to value).
     * @property alphaOffset
     * @type Number
     **/
    this.alphaOffset = alphaOffset || 0;

    this.FRAG_SHADER_BODY = (
      "uniform vec4 uColorMultiplier;" +
      "uniform vec4 uColorOffset;" +

      "void main(void) {" +
      "vec4 color = texture2D(uSampler, vRenderCoord);" +

      "gl_FragColor = (color * uColorMultiplier) + uColorOffset;" +
      "}"
    );

  }
  var p = createjs.extend(ColorFilter, createjs.Filter);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.


// public methods:
  /** docced in super class **/
  p.shaderParamSetup = function(gl, stage, shaderProgram) {
    gl.uniform4f(
      gl.getUniformLocation(shaderProgram, "uColorMultiplier"),
      this.redMultiplier, this.greenMultiplier, this.blueMultiplier, this.alphaMultiplier
    );

    gl.uniform4f(
      gl.getUniformLocation(shaderProgram, "uColorOffset"),
      this.redOffset/255, this.greenOffset/255, this.blueOffset/255, this.alphaOffset/255
    );
  };

  /** docced in super class **/
  p.toString = function() {
    return "[ColorFilter]";
  };

  /** docced in super class **/
  p.clone = function() {
    return new ColorFilter(
      this.redMultiplier, this.greenMultiplier, this.blueMultiplier, this.alphaMultiplier,
      this.redOffset, this.greenOffset, this.blueOffset, this.alphaOffset
    );
  };

// private methods:
  /** docced in super class **/
  p._applyFilter = function(imageData) {
    var data = imageData.data;
    var l = data.length;
    for (var i=0; i<l; i+=4) {
      data[i] = data[i]*this.redMultiplier+this.redOffset;
      data[i+1] = data[i+1]*this.greenMultiplier+this.greenOffset;
      data[i+2] = data[i+2]*this.blueMultiplier+this.blueOffset;
      data[i+3] = data[i+3]*this.alphaMultiplier+this.alphaOffset;
    }
    return true;
  };


  createjs.ColorFilter = createjs.promote(ColorFilter, "Filter");
}());

//##############################################################################
// ColorMatrix.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Provides helper functions for assembling a matrix for use with the {{#crossLink "ColorMatrixFilter"}}{{/crossLink}}.
   * Most methods return the instance to facilitate chained calls.
   *
   * <h4>Example</h4>
   *
   *      myColorMatrix.adjustHue(20).adjustBrightness(50);
   *
   * See {{#crossLink "Filter"}}{{/crossLink}} for an example of how to apply filters, or {{#crossLink "ColorMatrixFilter"}}{{/crossLink}}
   * for an example of how to use ColorMatrix to change a DisplayObject's color.
   * @class ColorMatrix
   * @param {Number} brightness
   * @param {Number} contrast
   * @param {Number} saturation
   * @param {Number} hue
   * @constructor
   **/
  function ColorMatrix(brightness, contrast, saturation, hue) {
    this.setColor(brightness, contrast, saturation, hue);
  }
  var p = ColorMatrix.prototype;

// constants:
  /**
   * Array of delta values for contrast calculations.
   * @property DELTA_INDEX
   * @type Array
   * @protected
   * @static
   **/
  ColorMatrix.DELTA_INDEX = [
    0,    0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1,  0.11,
    0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24,
    0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42,
    0.44, 0.46, 0.48, 0.5,  0.53, 0.56, 0.59, 0.62, 0.65, 0.68,
    0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98,
    1.0,  1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54,
    1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0,  2.12, 2.25,
    2.37, 2.50, 2.62, 2.75, 2.87, 3.0,  3.2,  3.4,  3.6,  3.8,
    4.0,  4.3,  4.7,  4.9,  5.0,  5.5,  6.0,  6.5,  6.8,  7.0,
    7.3,  7.5,  7.8,  8.0,  8.4,  8.7,  9.0,  9.4,  9.6,  9.8,
    10.0
  ];

  /**
   * Identity matrix values.
   * @property IDENTITY_MATRIX
   * @type Array
   * @protected
   * @static
   **/
  ColorMatrix.IDENTITY_MATRIX = [
    1,0,0,0,0,
    0,1,0,0,0,
    0,0,1,0,0,
    0,0,0,1,0,
    0,0,0,0,1
  ];

  /**
   * The constant length of a color matrix.
   * @property LENGTH
   * @type Number
   * @protected
   * @static
   **/
  ColorMatrix.LENGTH = ColorMatrix.IDENTITY_MATRIX.length;


// public methods:
  /**
   * Resets the instance with the specified values.
   * @method setColor
   * @param {Number} brightness
   * @param {Number} contrast
   * @param {Number} saturation
   * @param {Number} hue
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   */
  p.setColor = function(brightness,contrast,saturation,hue) {
    return this.reset().adjustColor(brightness,contrast,saturation,hue);
  };

  /**
   * Resets the matrix to identity values.
   * @method reset
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   */
  p.reset = function() {
    return this.copy(ColorMatrix.IDENTITY_MATRIX);
  };

  /**
   * Shortcut method to adjust brightness, contrast, saturation and hue.
   * Equivalent to calling adjustHue(hue), adjustContrast(contrast),
   * adjustBrightness(brightness), adjustSaturation(saturation), in that order.
   * @method adjustColor
   * @param {Number} brightness
   * @param {Number} contrast
   * @param {Number} saturation
   * @param {Number} hue
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.adjustColor = function(brightness,contrast,saturation,hue) {
    this.adjustHue(hue);
    this.adjustContrast(contrast);
    this.adjustBrightness(brightness);
    return this.adjustSaturation(saturation);
  };

  /**
   * Adjusts the brightness of pixel color by adding the specified value to the red, green and blue channels.
   * Positive values will make the image brighter, negative values will make it darker.
   * @method adjustBrightness
   * @param {Number} value A value between -255 & 255 that will be added to the RGB channels.
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.adjustBrightness = function(value) {
    if (value == 0 || isNaN(value)) { return this; }
    value = this._cleanValue(value,255);
    this._multiplyMatrix([
      1,0,0,0,value,
      0,1,0,0,value,
      0,0,1,0,value,
      0,0,0,1,0,
      0,0,0,0,1
    ]);
    return this;
  };

  /**
   * Adjusts the contrast of pixel color.
   * Positive values will increase contrast, negative values will decrease contrast.
   * @method adjustContrast
   * @param {Number} value A value between -100 & 100.
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.adjustContrast = function(value) {
    if (value == 0 || isNaN(value)) { return this; }
    value = this._cleanValue(value,100);
    var x;
    if (value<0) {
      x = 127+value/100*127;
    } else {
      x = value%1;
      if (x == 0) {
        x = ColorMatrix.DELTA_INDEX[value];
      } else {
        x = ColorMatrix.DELTA_INDEX[(value<<0)]*(1-x)+ColorMatrix.DELTA_INDEX[(value<<0)+1]*x; // use linear interpolation for more granularity.
      }
      x = x*127+127;
    }
    this._multiplyMatrix([
      x/127,0,0,0,0.5*(127-x),
      0,x/127,0,0,0.5*(127-x),
      0,0,x/127,0,0.5*(127-x),
      0,0,0,1,0,
      0,0,0,0,1
    ]);
    return this;
  };

  /**
   * Adjusts the color saturation of the pixel.
   * Positive values will increase saturation, negative values will decrease saturation (trend towards greyscale).
   * @method adjustSaturation
   * @param {Number} value A value between -100 & 100.
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.adjustSaturation = function(value) {
    if (value == 0 || isNaN(value)) { return this; }
    value = this._cleanValue(value,100);
    var x = 1+((value > 0) ? 3*value/100 : value/100);
    var lumR = 0.3086;
    var lumG = 0.6094;
    var lumB = 0.0820;
    this._multiplyMatrix([
      lumR*(1-x)+x,lumG*(1-x),lumB*(1-x),0,0,
      lumR*(1-x),lumG*(1-x)+x,lumB*(1-x),0,0,
      lumR*(1-x),lumG*(1-x),lumB*(1-x)+x,0,0,
      0,0,0,1,0,
      0,0,0,0,1
    ]);
    return this;
  };


  /**
   * Adjusts the hue of the pixel color.
   * @method adjustHue
   * @param {Number} value A value between -180 & 180.
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.adjustHue = function(value) {
    if (value == 0 || isNaN(value)) { return this; }
    value = this._cleanValue(value,180)/180*Math.PI;
    var cosVal = Math.cos(value);
    var sinVal = Math.sin(value);
    var lumR = 0.213;
    var lumG = 0.715;
    var lumB = 0.072;
    this._multiplyMatrix([
      lumR+cosVal*(1-lumR)+sinVal*(-lumR),lumG+cosVal*(-lumG)+sinVal*(-lumG),lumB+cosVal*(-lumB)+sinVal*(1-lumB),0,0,
      lumR+cosVal*(-lumR)+sinVal*(0.143),lumG+cosVal*(1-lumG)+sinVal*(0.140),lumB+cosVal*(-lumB)+sinVal*(-0.283),0,0,
      lumR+cosVal*(-lumR)+sinVal*(-(1-lumR)),lumG+cosVal*(-lumG)+sinVal*(lumG),lumB+cosVal*(1-lumB)+sinVal*(lumB),0,0,
      0,0,0,1,0,
      0,0,0,0,1
    ]);
    return this;
  };

  /**
   * Concatenates (multiplies) the specified matrix with this one.
   * @method concat
   * @param {Array} matrix An array or ColorMatrix instance.
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.concat = function(matrix) {
    matrix = this._fixMatrix(matrix);
    if (matrix.length != ColorMatrix.LENGTH) { return this; }
    this._multiplyMatrix(matrix);
    return this;
  };

  /**
   * Returns a clone of this ColorMatrix.
   * @method clone
   * @return {ColorMatrix} A clone of this ColorMatrix.
   **/
  p.clone = function() {
    return (new ColorMatrix()).copy(this);
  };

  /**
   * Return a length 25 (5x5) array instance containing this matrix's values.
   * @method toArray
   * @return {Array} An array holding this matrix's values.
   **/
  p.toArray = function() {
    var arr = [];
    for (var i= 0, l=ColorMatrix.LENGTH; i<l; i++) {
      arr[i] = this[i];
    }
    return arr;
  };

  /**
   * Copy the specified matrix's values to this matrix.
   * @method copy
   * @param {Array} matrix An array or ColorMatrix instance.
   * @return {ColorMatrix} The ColorMatrix instance the method is called on (useful for chaining calls.)
   * @chainable
   **/
  p.copy = function(matrix) {
    var l = ColorMatrix.LENGTH;
    for (var i=0;i<l;i++) {
      this[i] = matrix[i];
    }
    return this;
  };

  /**
   * Returns a string representation of this object.
   * @method toString
   * @return {String} a string representation of the instance.
   **/
  p.toString = function() {
    return "[ColorMatrix]";
  };


// private methods:
  /**
   * @method _multiplyMatrix
   * @param {Array} matrix
   * @protected
   **/
  p._multiplyMatrix = function(matrix) {
    var i, j, k, col = [];

    for (i=0;i<5;i++) {
      for (j=0;j<5;j++) {
        col[j] = this[j+i*5];
      }
      for (j=0;j<5;j++) {
        var val=0;
        for (k=0;k<5;k++) {
          val += matrix[j+k*5]*col[k];
        }
        this[j+i*5] = val;
      }
    }
  };

  /**
   * Make sure values are within the specified range, hue has a limit of 180, brightness is 255, others are 100.
   * @method _cleanValue
   * @param {Number} value The raw number
   * @param {Number} limit The maximum that the number can be. The minimum is the limit * -1.
   * @protected
   **/
  p._cleanValue = function(value, limit) {
    return Math.min(limit,Math.max(-limit,value));
  };

  /**
   * Makes sure matrixes are 5x5 (25 long).
   * @method _fixMatrix
   * @param {Array} matrix
   * @protected
   **/
  p._fixMatrix = function(matrix) {
    if (matrix instanceof ColorMatrix) { matrix = matrix.toArray(); }
    if (matrix.length < ColorMatrix.LENGTH) {
      matrix = matrix.slice(0,matrix.length).concat(ColorMatrix.IDENTITY_MATRIX.slice(matrix.length,ColorMatrix.LENGTH));
    } else if (matrix.length > ColorMatrix.LENGTH) {
      matrix = matrix.slice(0,ColorMatrix.LENGTH);
    }
    return matrix;
  };


  createjs.ColorMatrix = ColorMatrix;
}());

//##############################################################################
// ColorMatrixFilter.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Allows you to carry out complex color operations such as modifying saturation, brightness, or inverting. See the
   * {{#crossLink "ColorMatrix"}}{{/crossLink}} for more information on changing colors. For an easier color transform,
   * consider the {{#crossLink "ColorFilter"}}{{/crossLink}}.
   *
   * <h4>Example</h4>
   * This example creates a red circle, inverts its hue, and then saturates it to brighten it up.
   *
   *      var shape = new createjs.Shape().set({x:100,y:100});
   *      shape.graphics.beginFill("#ff0000").drawCircle(0,0,50);
   *
   *      var matrix = new createjs.ColorMatrix().adjustHue(180).adjustSaturation(100);
   *      shape.filters = [
   *          new createjs.ColorMatrixFilter(matrix)
   *      ];
   *
   *      shape.cache(-50, -50, 100, 100);
   *
   * See {{#crossLink "Filter"}}{{/crossLink}} for an more information on applying filters.
   * @class ColorMatrixFilter
   * @constructor
   * @extends Filter
   * @param {Array | ColorMatrix} matrix A 4x5 matrix describing the color operation to perform. See also the {{#crossLink "ColorMatrix"}}{{/crossLink}}
   * class.
   **/
  function ColorMatrixFilter(matrix) {
    this.Filter_constructor();

    // public properties:
    /**
     * A 4x5 matrix describing the color operation to perform. See also the {{#crossLink "ColorMatrix"}}{{/crossLink}}
     * @property matrix
     * @type Array | ColorMatrix
     **/
    this.matrix = matrix;

    this.FRAG_SHADER_BODY = (
      "uniform mat4 uColorMatrix;" +
      "uniform vec4 uColorMatrixOffset;" +

      "void main(void) {" +
      "vec4 color = texture2D(uSampler, vRenderCoord);" +

      "mat4 m = uColorMatrix;" +
      "vec4 newColor = vec4(0,0,0,0);" +
      "newColor.r = color.r*m[0][0] + color.g*m[0][1] + color.b*m[0][2] + color.a*m[0][3];" +
      "newColor.g = color.r*m[1][0] + color.g*m[1][1] + color.b*m[1][2] + color.a*m[1][3];" +
      "newColor.b = color.r*m[2][0] + color.g*m[2][1] + color.b*m[2][2] + color.a*m[2][3];" +
      "newColor.a = color.r*m[3][0] + color.g*m[3][1] + color.b*m[3][2] + color.a*m[3][3];" +

      "gl_FragColor = newColor + uColorMatrixOffset;" +
      "}"
    );
  }
  var p = createjs.extend(ColorMatrixFilter, createjs.Filter);

  // TODO: deprecated
  // p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.

  /** docced in super class **/
  p.shaderParamSetup = function(gl, stage, shaderProgram) {
    var mat = this.matrix;
    var colorMatrix = new Float32Array([
      mat[0],mat[1],mat[2],mat[3],
      mat[5],mat[6],mat[7],mat[8],
      mat[10],mat[11],mat[12],mat[13],
      mat[15],mat[16],mat[17],mat[18]
    ]);

    gl.uniformMatrix4fv(
      gl.getUniformLocation(shaderProgram, "uColorMatrix"),
      false, colorMatrix
    );
    gl.uniform4f(
      gl.getUniformLocation(shaderProgram, "uColorMatrixOffset"),
      mat[4]/255, mat[9]/255, mat[14]/255, mat[19]/255
    );
  };

// public methods:
  /** docced in super class **/
  p.toString = function() {
    return "[ColorMatrixFilter]";
  };

  /** docced in super class **/
  p.clone = function() {
    return new ColorMatrixFilter(this.matrix);
  };

// private methods:
  /** docced in super class **/
  p._applyFilter = function(imageData) {
    var data = imageData.data;
    var l = data.length;
    var r,g,b,a;
    var mtx = this.matrix;
    var m0 =  mtx[0],  m1 =  mtx[1],  m2 =  mtx[2],  m3 =  mtx[3],  m4 =  mtx[4];
    var m5 =  mtx[5],  m6 =  mtx[6],  m7 =  mtx[7],  m8 =  mtx[8],  m9 =  mtx[9];
    var m10 = mtx[10], m11 = mtx[11], m12 = mtx[12], m13 = mtx[13], m14 = mtx[14];
    var m15 = mtx[15], m16 = mtx[16], m17 = mtx[17], m18 = mtx[18], m19 = mtx[19];

    for (var i=0; i<l; i+=4) {
      r = data[i];
      g = data[i+1];
      b = data[i+2];
      a = data[i+3];
      data[i] = r*m0+g*m1+b*m2+a*m3+m4; // red
      data[i+1] = r*m5+g*m6+b*m7+a*m8+m9; // green
      data[i+2] = r*m10+g*m11+b*m12+a*m13+m14; // blue
      data[i+3] = r*m15+g*m16+b*m17+a*m18+m19; // alpha
    }
    return true;
  };

  createjs.ColorMatrixFilter = createjs.promote(ColorMatrixFilter, "Filter");
}());

//##############################################################################
// Touch.js
//##############################################################################

(function() {
  "use strict";


// constructor:
  /**
   * Global utility for working with multi-touch enabled devices in EaselJS. Currently supports W3C Touch API (iOS and
   * modern Android browser) and the Pointer API (IE), including ms-prefixed events in IE10, and unprefixed in IE11.
   *
   * Ensure that you {{#crossLink "Touch/disable"}}{{/crossLink}} touch when cleaning up your application. You do not have
   * to check if touch is supported to enable it, as it will fail gracefully if it is not supported.
   *
   * <h4>Example</h4>
   *
   *      var stage = new createjs.Stage("canvasId");
   *      createjs.Touch.enable(stage);
   *
   * <strong>Note:</strong> It is important to disable Touch on a stage that you are no longer using:
   *
   *      createjs.Touch.disable(stage);
   *
   * @class Touch
   * @static
   **/
  function Touch() {
    throw "Touch cannot be instantiated";
  }


// public static methods:
  /**
   * Returns `true` if touch is supported in the current browser.
   * @method isSupported
   * @return {Boolean} Indicates whether touch is supported in the current browser.
   * @static
   **/
  Touch.isSupported = function() {
    return	!!(('ontouchstart' in window) // iOS & Android
      || (window.navigator['msPointerEnabled'] && window.navigator['msMaxTouchPoints'] > 0) // IE10
      || (window.navigator['pointerEnabled'] && window.navigator['maxTouchPoints'] > 0)); // IE11+
  };

  /**
   * Enables touch interaction for the specified EaselJS {{#crossLink "Stage"}}{{/crossLink}}. Currently supports iOS
   * (and compatible browsers, such as modern Android browsers), and IE10/11. Supports both single touch and
   * multi-touch modes. Extends the EaselJS {{#crossLink "MouseEvent"}}{{/crossLink}} model, but without support for
   * double click or over/out events. See the MouseEvent {{#crossLink "MouseEvent/pointerId:property"}}{{/crossLink}}
   * for more information.
   * @method enable
   * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to enable touch on.
   * @param {Boolean} [singleTouch=false] If `true`, only a single touch will be active at a time.
   * @param {Boolean} [allowDefault=false] If `true`, then default gesture actions (ex. scrolling, zooming) will be
   * allowed when the user is interacting with the target canvas.
   * @return {Boolean} Returns `true` if touch was successfully enabled on the target stage.
   * @static
   **/
  Touch.enable = function(stage, singleTouch, allowDefault) {
    if (!stage || !stage.canvas || !Touch.isSupported()) { return false; }
    if (stage.__touch) { return true; }

    // inject required properties on stage:
    stage.__touch = {pointers:{}, multitouch:!singleTouch, preventDefault:!allowDefault, count:0};

    // note that in the future we may need to disable the standard mouse event model before adding
    // these to prevent duplicate calls. It doesn't seem to be an issue with iOS devices though.
    if ('ontouchstart' in window) { Touch._IOS_enable(stage); }
    else if (window.navigator['msPointerEnabled'] || window.navigator["pointerEnabled"]) { Touch._IE_enable(stage); }
    return true;
  };

  /**
   * Removes all listeners that were set up when calling `Touch.enable()` on a stage.
   * @method disable
   * @param {Stage} stage The {{#crossLink "Stage"}}{{/crossLink}} to disable touch on.
   * @static
   **/
  Touch.disable = function(stage) {
    if (!stage) { return; }
    if ('ontouchstart' in window) { Touch._IOS_disable(stage); }
    else if (window.navigator['msPointerEnabled'] || window.navigator["pointerEnabled"]) { Touch._IE_disable(stage); }

    delete stage.__touch;
  };


// Private static methods:
  /**
   * @method _IOS_enable
   * @protected
   * @param {Stage} stage
   * @static
   **/
  Touch._IOS_enable = function(stage) {
    var canvas = stage.canvas;
    var f = stage.__touch.f = function(e) { Touch._IOS_handleEvent(stage,e); };
    canvas.addEventListener("touchstart", f, false);
    canvas.addEventListener("touchmove", f, false);
    canvas.addEventListener("touchend", f, false);
    canvas.addEventListener("touchcancel", f, false);
  };

  /**
   * @method _IOS_disable
   * @protected
   * @param {Stage} stage
   * @static
   **/
  Touch._IOS_disable = function(stage) {
    var canvas = stage.canvas;
    if (!canvas) { return; }
    var f = stage.__touch.f;
    canvas.removeEventListener("touchstart", f, false);
    canvas.removeEventListener("touchmove", f, false);
    canvas.removeEventListener("touchend", f, false);
    canvas.removeEventListener("touchcancel", f, false);
  };

  /**
   * @method _IOS_handleEvent
   * @param {Stage} stage
   * @param {Object} e The event to handle
   * @protected
   * @static
   **/
  Touch._IOS_handleEvent = function(stage, e) {
    if (!stage) { return; }
    if (stage.__touch.preventDefault) { e.preventDefault&&e.preventDefault(); }
    var touches = e.changedTouches;
    var type = e.type;
    for (var i= 0,l=touches.length; i<l; i++) {
      var touch = touches[i];
      var id = touch.identifier;
      if (touch.target != stage.canvas) { continue; }

      if (type == "touchstart") {
        this._handleStart(stage, id, e, touch.pageX, touch.pageY);
      } else if (type == "touchmove") {
        this._handleMove(stage, id, e, touch.pageX, touch.pageY);
      } else if (type == "touchend" || type == "touchcancel") {
        this._handleEnd(stage, id, e);
      }
    }
  };

  /**
   * @method _IE_enable
   * @protected
   * @param {Stage} stage
   * @static
   **/
  Touch._IE_enable = function(stage) {
    var canvas = stage.canvas;
    var f = stage.__touch.f = function(e) { Touch._IE_handleEvent(stage,e); };

    if (window.navigator["pointerEnabled"] === undefined) {
      canvas.addEventListener("MSPointerDown", f, false);
      window.addEventListener("MSPointerMove", f, false);
      window.addEventListener("MSPointerUp", f, false);
      window.addEventListener("MSPointerCancel", f, false);
      if (stage.__touch.preventDefault) { canvas.style.msTouchAction = "none"; }
    } else {
      canvas.addEventListener("pointerdown", f, false);
      window.addEventListener("pointermove", f, false);
      window.addEventListener("pointerup", f, false);
      window.addEventListener("pointercancel", f, false);
      if (stage.__touch.preventDefault) { canvas.style.touchAction = "none"; }

    }
    stage.__touch.activeIDs = {};
  };

  /**
   * @method _IE_disable
   * @protected
   * @param {Stage} stage
   * @static
   **/
  Touch._IE_disable = function(stage) {
    var f = stage.__touch.f;

    if (window.navigator["pointerEnabled"] === undefined) {
      window.removeEventListener("MSPointerMove", f, false);
      window.removeEventListener("MSPointerUp", f, false);
      window.removeEventListener("MSPointerCancel", f, false);
      if (stage.canvas) {
        stage.canvas.removeEventListener("MSPointerDown", f, false);
      }
    } else {
      window.removeEventListener("pointermove", f, false);
      window.removeEventListener("pointerup", f, false);
      window.removeEventListener("pointercancel", f, false);
      if (stage.canvas) {
        stage.canvas.removeEventListener("pointerdown", f, false);
      }
    }
  };

  /**
   * @method _IE_handleEvent
   * @param {Stage} stage
   * @param {Object} e The event to handle.
   * @protected
   * @static
   **/
  Touch._IE_handleEvent = function(stage, e) {
    if (!stage) { return; }
    if (stage.__touch.preventDefault) { e.preventDefault && e.preventDefault(); }
    var type = e.type;
    var id = e.pointerId;
    var ids = stage.__touch.activeIDs;

    if (type == "MSPointerDown" || type == "pointerdown") {
      if (e.srcElement != stage.canvas) { return; }
      ids[id] = true;
      this._handleStart(stage, id, e, e.pageX, e.pageY);
    } else if (ids[id]) { // it's an id we're watching
      if (type == "MSPointerMove" || type == "pointermove") {
        this._handleMove(stage, id, e, e.pageX, e.pageY);
      } else if (type == "MSPointerUp" || type == "MSPointerCancel"
        || type == "pointerup" || type == "pointercancel") {
        delete(ids[id]);
        this._handleEnd(stage, id, e);
      }
    }
  };

  /**
   * @method _handleStart
   * @param {Stage} stage
   * @param {String|Number} id
   * @param {Object} e
   * @param {Number} x
   * @param {Number} y
   * @protected
   **/
  Touch._handleStart = function(stage, id, e, x, y) {
    var props = stage.__touch;
    if (!props.multitouch && props.count) { return; }
    var ids = props.pointers;
    if (ids[id]) { return; }
    ids[id] = true;
    props.count++;
    stage._handlePointerDown(id, e, x, y);
  };

  /**
   * @method _handleMove
   * @param {Stage} stage
   * @param {String|Number} id
   * @param {Object} e
   * @param {Number} x
   * @param {Number} y
   * @protected
   **/
  Touch._handleMove = function(stage, id, e, x, y) {
    if (!stage.__touch.pointers[id]) { return; }
    stage._handlePointerMove(id, e, x, y);
  };

  /**
   * @method _handleEnd
   * @param {Stage} stage
   * @param {String|Number} id
   * @param {Object} e
   * @protected
   **/
  Touch._handleEnd = function(stage, id, e) {
    // TODO: cancel should be handled differently for proper UI (ex. an up would trigger a click, a cancel would more closely resemble an out).
    var props = stage.__touch;
    var ids = props.pointers;
    if (!ids[id]) { return; }
    props.count--;
    stage._handlePointerUp(id, e, true);
    delete(ids[id]);
  };


  createjs.Touch = Touch;
}());

//##############################################################################
// version.js
//##############################################################################

(function() {
  "use strict";

  /**
   * Static class holding library specific information such as the version and buildDate of
   * the library.
   * @class EaselJS
   **/
  var s = createjs.EaselJS = createjs.EaselJS || {};

  /**
   * The version string for this release.
   * @property version
   * @type String
   * @static
   **/
  s.version = /*=version*/"1.0.0"; // injected by build process

  /**
   * The build date for this release in UTC format.
   * @property buildDate
   * @type String
   * @static
   **/
  s.buildDate = /*=date*/"Thu, 12 Oct 2017 16:34:10 GMT"; // injected by build process

})();

//##############################################################################
// version.js
//##############################################################################

(function () {
  "use strict";

  /**
   * Static class holding library specific information such as the version and buildDate of the library.
   * @class PreloadJS
   **/
  var s = createjs.PreloadJS = createjs.PreloadJS || {};

  /**
   * The version string for this release.
   * @property version
   * @type {String}
   * @static
   **/
  s.version = /*=version*/"1.0.0"; // injected by build process

  /**
   * The build date for this release in UTC format.
   * @property buildDate
   * @type {String}
   * @static
   **/
  s.buildDate = /*=date*/"Thu, 12 Oct 2017 16:34:05 GMT"; // injected by build process

})();

//##############################################################################
// proxy.js
//##############################################################################

/**
 * Various utilities that the CreateJS Suite uses. Utilities are created as separate files, and will be available on the
 * createjs namespace directly.
 *
 * <h4>Example</h4>
 *
 *      myObject.addEventListener("change", createjs.proxy(myMethod, scope));
 *
 * @class Utility Methods
 * @main Utility Methods
 */

(function() {
  "use strict";

  /**
   * A function proxy for methods. By default, JavaScript methods do not maintain scope, so passing a method as a
   * callback will result in the method getting called in the scope of the caller. Using a proxy ensures that the
   * method gets called in the correct scope.
   *
   * Additional arguments can be passed that will be applied to the function when it is called.
   *
   * <h4>Example</h4>
   *
   *      myObject.addEventListener("event", createjs.proxy(myHandler, this, arg1, arg2));
   *
   *      function myHandler(arg1, arg2) {
	 *           // This gets called when myObject.myCallback is executed.
	 *      }
   *
   * @method proxy
   * @param {Function} method The function to call
   * @param {Object} scope The scope to call the method name on
   * @param {mixed} [arg] * Arguments that are appended to the callback for additional params.
   * @public
   * @static
   */
  createjs.proxy = function (method, scope) {
    var aArgs = Array.prototype.slice.call(arguments, 2);
    return function () {
      return method.apply(scope, Array.prototype.slice.call(arguments, 0).concat(aArgs));
    };
  }

}());

//##############################################################################
// ErrorEvent.js
//##############################################################################

(function() {
  "use strict";

  /**
   * A general error {{#crossLink "Event"}}{{/crossLink}}, that describes an error that occurred, as well as any details.
   * @class ErrorEvent
   * @param {String} [title] The error title
   * @param {String} [message] The error description
   * @param {Object} [data] Additional error data
   * @constructor
   */
  function ErrorEvent(title, message, data) {
    this.Event_constructor("error");

    /**
     * The short error title, which indicates the type of error that occurred.
     * @property title
     * @type String
     */
    this.title = title;

    /**
     * The verbose error message, containing details about the error.
     * @property message
     * @type String
     */
    this.message = message;

    /**
     * Additional data attached to an error.
     * @property data
     * @type {Object}
     */
    this.data = data;
  }

  var p = createjs.extend(ErrorEvent, createjs.Event);

  p.clone = function() {
    return new createjs.ErrorEvent(this.title, this.message, this.data);
  };

  createjs.ErrorEvent = createjs.promote(ErrorEvent, "Event");

}());

//##############################################################################
// ProgressEvent.js
//##############################################################################

(function (scope) {
  "use strict";

  // constructor
  /**
   * A CreateJS {{#crossLink "Event"}}{{/crossLink}} that is dispatched when progress changes.
   * @class ProgressEvent
   * @param {Number} loaded The amount that has been loaded. This can be any number relative to the total.
   * @param {Number} [total=1] The total amount that will load. This will default to 1, so if the `loaded` value is
   * a percentage (between 0 and 1), it can be omitted.
   * @todo Consider having this event be a "fileprogress" event as well
   * @constructor
   */
  function ProgressEvent(loaded, total) {
    this.Event_constructor("progress");

    /**
     * The amount that has been loaded (out of a total amount)
     * @property loaded
     * @type {Number}
     */
    this.loaded = loaded;

    /**
     * The total "size" of the load.
     * @property total
     * @type {Number}
     * @default 1
     */
    this.total = (total == null) ? 1 : total;

    /**
     * The percentage (out of 1) that the load has been completed. This is calculated using `loaded/total`.
     * @property progress
     * @type {Number}
     * @default 0
     */
    this.progress = (total == 0) ? 0 : this.loaded / this.total;
  };

  var p = createjs.extend(ProgressEvent, createjs.Event);

  /**
   * Returns a clone of the ProgressEvent instance.
   * @method clone
   * @return {ProgressEvent} a clone of the Event instance.
   **/
  p.clone = function() {
    return new createjs.ProgressEvent(this.loaded, this.total);
  };

  createjs.ProgressEvent = createjs.promote(ProgressEvent, "Event");

}(window));

//##############################################################################
// json3.js
//##############################################################################

/*! JSON v3.3.2 | http://bestiejs.github.io/json3 | Copyright 2012-2014, Kit Cambridge | http://kit.mit-license.org */
;(function () {
  // Detect the `define` function exposed by asynchronous module loaders. The
  // strict `define` check is necessary for compatibility with `r.js`.
  var isLoader = typeof define === "function" && define.amd;

  // A set of types used to distinguish objects from primitives.
  var objectTypes = {
    "function": true,
    "object": true
  };

  // Detect the `exports` object exposed by CommonJS implementations.
  var freeExports = objectTypes[typeof exports] && exports && !exports.nodeType && exports;

  // Use the `global` object exposed by Node (including Browserify via
  // `insert-module-globals`), Narwhal, and Ringo as the default context,
  // and the `window` object in browsers. Rhino exports a `global` function
  // instead.
  var root = objectTypes[typeof window] && window || this,
    freeGlobal = freeExports && objectTypes[typeof module] && module && !module.nodeType && typeof global == "object" && global;

  if (freeGlobal && (freeGlobal["global"] === freeGlobal || freeGlobal["window"] === freeGlobal || freeGlobal["self"] === freeGlobal)) {
    root = freeGlobal;
  }

  // Public: Initializes JSON 3 using the given `context` object, attaching the
  // `stringify` and `parse` functions to the specified `exports` object.
  function runInContext(context, exports) {
    context || (context = root["Object"]());
    exports || (exports = root["Object"]());

    // Native constructor aliases.
    var Number = context["Number"] || root["Number"],
      String = context["String"] || root["String"],
      Object = context["Object"] || root["Object"],
      Date = context["Date"] || root["Date"],
      SyntaxError = context["SyntaxError"] || root["SyntaxError"],
      TypeError = context["TypeError"] || root["TypeError"],
      Math = context["Math"] || root["Math"],
      nativeJSON = context["JSON"] || root["JSON"];

    // Delegate to the native `stringify` and `parse` implementations.
    if (typeof nativeJSON == "object" && nativeJSON) {
      exports.stringify = nativeJSON.stringify;
      exports.parse = nativeJSON.parse;
    }

    // Convenience aliases.
    var objectProto = Object.prototype,
      getClass = objectProto.toString,
      isProperty, forEach, undef;

    // Test the `Date#getUTC*` methods. Based on work by @Yaffle.
    var isExtended = new Date(-3509827334573292);
    try {
      // The `getUTCFullYear`, `Month`, and `Date` methods return nonsensical
      // results for certain dates in Opera >= 10.53.
      isExtended = isExtended.getUTCFullYear() == -109252 && isExtended.getUTCMonth() === 0 && isExtended.getUTCDate() === 1 &&
        // Safari < 2.0.2 stores the internal millisecond time value correctly,
        // but clips the values returned by the date methods to the range of
        // signed 32-bit integers ([-2 ** 31, 2 ** 31 - 1]).
        isExtended.getUTCHours() == 10 && isExtended.getUTCMinutes() == 37 && isExtended.getUTCSeconds() == 6 && isExtended.getUTCMilliseconds() == 708;
    } catch (exception) {}

    // Internal: Determines whether the native `JSON.stringify` and `parse`
    // implementations are spec-compliant. Based on work by Ken Snyder.
    function has(name) {
      if (has[name] !== undef) {
        // Return cached feature test result.
        return has[name];
      }
      var isSupported;
      if (name == "bug-string-char-index") {
        // IE <= 7 doesn't support accessing string characters using square
        // bracket notation. IE 8 only supports this for primitives.
        isSupported = "a"[0] != "a";
      } else if (name == "json") {
        // Indicates whether both `JSON.stringify` and `JSON.parse` are
        // supported.
        isSupported = has("json-stringify") && has("json-parse");
      } else {
        var value, serialized = '{"a":[1,true,false,null,"\\u0000\\b\\n\\f\\r\\t"]}';
        // Test `JSON.stringify`.
        if (name == "json-stringify") {
          var stringify = exports.stringify, stringifySupported = typeof stringify == "function" && isExtended;
          if (stringifySupported) {
            // A test function object with a custom `toJSON` method.
            (value = function () {
              return 1;
            }).toJSON = value;
            try {
              stringifySupported =
                // Firefox 3.1b1 and b2 serialize string, number, and boolean
                // primitives as object literals.
                stringify(0) === "0" &&
                // FF 3.1b1, b2, and JSON 2 serialize wrapped primitives as object
                // literals.
                stringify(new Number()) === "0" &&
                stringify(new String()) == '""' &&
                // FF 3.1b1, 2 throw an error if the value is `null`, `undefined`, or
                // does not define a canonical JSON representation (this applies to
                // objects with `toJSON` properties as well, *unless* they are nested
                // within an object or array).
                stringify(getClass) === undef &&
                // IE 8 serializes `undefined` as `"undefined"`. Safari <= 5.1.7 and
                // FF 3.1b3 pass this test.
                stringify(undef) === undef &&
                // Safari <= 5.1.7 and FF 3.1b3 throw `Error`s and `TypeError`s,
                // respectively, if the value is omitted entirely.
                stringify() === undef &&
                // FF 3.1b1, 2 throw an error if the given value is not a number,
                // string, array, object, Boolean, or `null` literal. This applies to
                // objects with custom `toJSON` methods as well, unless they are nested
                // inside object or array literals. YUI 3.0.0b1 ignores custom `toJSON`
                // methods entirely.
                stringify(value) === "1" &&
                stringify([value]) == "[1]" &&
                // Prototype <= 1.6.1 serializes `[undefined]` as `"[]"` instead of
                // `"[null]"`.
                stringify([undef]) == "[null]" &&
                // YUI 3.0.0b1 fails to serialize `null` literals.
                stringify(null) == "null" &&
                // FF 3.1b1, 2 halts serialization if an array contains a function:
                // `[1, true, getClass, 1]` serializes as "[1,true,],". FF 3.1b3
                // elides non-JSON values from objects and arrays, unless they
                // define custom `toJSON` methods.
                stringify([undef, getClass, null]) == "[null,null,null]" &&
                // Simple serialization test. FF 3.1b1 uses Unicode escape sequences
                // where character escape codes are expected (e.g., `\b` => `\u0008`).
                stringify({ "a": [value, true, false, null, "\x00\b\n\f\r\t"] }) == serialized &&
                // FF 3.1b1 and b2 ignore the `filter` and `width` arguments.
                stringify(null, value) === "1" &&
                stringify([1, 2], null, 1) == "[\n 1,\n 2\n]" &&
                // JSON 2, Prototype <= 1.7, and older WebKit builds incorrectly
                // serialize extended years.
                stringify(new Date(-8.64e15)) == '"-271821-04-20T00:00:00.000Z"' &&
                // The milliseconds are optional in ES 5, but required in 5.1.
                stringify(new Date(8.64e15)) == '"+275760-09-13T00:00:00.000Z"' &&
                // Firefox <= 11.0 incorrectly serializes years prior to 0 as negative
                // four-digit years instead of six-digit years. Credits: @Yaffle.
                stringify(new Date(-621987552e5)) == '"-000001-01-01T00:00:00.000Z"' &&
                // Safari <= 5.1.5 and Opera >= 10.53 incorrectly serialize millisecond
                // values less than 1000. Credits: @Yaffle.
                stringify(new Date(-1)) == '"1969-12-31T23:59:59.999Z"';
            } catch (exception) {
              stringifySupported = false;
            }
          }
          isSupported = stringifySupported;
        }
        // Test `JSON.parse`.
        if (name == "json-parse") {
          var parse = exports.parse;
          if (typeof parse == "function") {
            try {
              // FF 3.1b1, b2 will throw an exception if a bare literal is provided.
              // Conforming implementations should also coerce the initial argument to
              // a string prior to parsing.
              if (parse("0") === 0 && !parse(false)) {
                // Simple parsing test.
                value = parse(serialized);
                var parseSupported = value["a"].length == 5 && value["a"][0] === 1;
                if (parseSupported) {
                  try {
                    // Safari <= 5.1.2 and FF 3.1b1 allow unescaped tabs in strings.
                    parseSupported = !parse('"\t"');
                  } catch (exception) {}
                  if (parseSupported) {
                    try {
                      // FF 4.0 and 4.0.1 allow leading `+` signs and leading
                      // decimal points. FF 4.0, 4.0.1, and IE 9-10 also allow
                      // certain octal literals.
                      parseSupported = parse("01") !== 1;
                    } catch (exception) {}
                  }
                  if (parseSupported) {
                    try {
                      // FF 4.0, 4.0.1, and Rhino 1.7R3-R4 allow trailing decimal
                      // points. These environments, along with FF 3.1b1 and 2,
                      // also allow trailing commas in JSON objects and arrays.
                      parseSupported = parse("1.") !== 1;
                    } catch (exception) {}
                  }
                }
              }
            } catch (exception) {
              parseSupported = false;
            }
          }
          isSupported = parseSupported;
        }
      }
      return has[name] = !!isSupported;
    }

    if (!has("json")) {
      // Common `[[Class]]` name aliases.
      var functionClass = "[object Function]",
        dateClass = "[object Date]",
        numberClass = "[object Number]",
        stringClass = "[object String]",
        arrayClass = "[object Array]",
        booleanClass = "[object Boolean]";

      // Detect incomplete support for accessing string characters by index.
      var charIndexBuggy = has("bug-string-char-index");

      // Define additional utility methods if the `Date` methods are buggy.
      if (!isExtended) {
        var floor = Math.floor;
        // A mapping between the months of the year and the number of days between
        // January 1st and the first of the respective month.
        var Months = [0, 31, 59, 90, 120, 151, 181, 212, 243, 273, 304, 334];
        // Internal: Calculates the number of days between the Unix epoch and the
        // first day of the given month.
        var getDay = function (year, month) {
          return Months[month] + 365 * (year - 1970) + floor((year - 1969 + (month = +(month > 1))) / 4) - floor((year - 1901 + month) / 100) + floor((year - 1601 + month) / 400);
        };
      }

      // Internal: Determines if a property is a direct property of the given
      // object. Delegates to the native `Object#hasOwnProperty` method.
      if (!(isProperty = objectProto.hasOwnProperty)) {
        isProperty = function (property) {
          var members = {}, constructor;
          if ((members.__proto__ = null, members.__proto__ = {
              // The *proto* property cannot be set multiple times in recent
              // versions of Firefox and SeaMonkey.
              "toString": 1
            }, members).toString != getClass) {
            // Safari <= 2.0.3 doesn't implement `Object#hasOwnProperty`, but
            // supports the mutable *proto* property.
            isProperty = function (property) {
              // Capture and break the object's prototype chain (see section 8.6.2
              // of the ES 5.1 spec). The parenthesized expression prevents an
              // unsafe transformation by the Closure Compiler.
              var original = this.__proto__, result = property in (this.__proto__ = null, this);
              // Restore the original prototype chain.
              this.__proto__ = original;
              return result;
            };
          } else {
            // Capture a reference to the top-level `Object` constructor.
            constructor = members.constructor;
            // Use the `constructor` property to simulate `Object#hasOwnProperty` in
            // other environments.
            isProperty = function (property) {
              var parent = (this.constructor || constructor).prototype;
              return property in this && !(property in parent && this[property] === parent[property]);
            };
          }
          members = null;
          return isProperty.call(this, property);
        };
      }

      // Internal: Normalizes the `for...in` iteration algorithm across
      // environments. Each enumerated key is yielded to a `callback` function.
      forEach = function (object, callback) {
        var size = 0, Properties, members, property;

        // Tests for bugs in the current environment's `for...in` algorithm. The
        // `valueOf` property inherits the non-enumerable flag from
        // `Object.prototype` in older versions of IE, Netscape, and Mozilla.
        (Properties = function () {
          this.valueOf = 0;
        }).prototype.valueOf = 0;

        // Iterate over a new instance of the `Properties` class.
        members = new Properties();
        for (property in members) {
          // Ignore all properties inherited from `Object.prototype`.
          if (isProperty.call(members, property)) {
            size++;
          }
        }
        Properties = members = null;

        // Normalize the iteration algorithm.
        if (!size) {
          // A list of non-enumerable properties inherited from `Object.prototype`.
          members = ["valueOf", "toString", "toLocaleString", "propertyIsEnumerable", "isPrototypeOf", "hasOwnProperty", "constructor"];
          // IE <= 8, Mozilla 1.0, and Netscape 6.2 ignore shadowed non-enumerable
          // properties.
          forEach = function (object, callback) {
            var isFunction = getClass.call(object) == functionClass, property, length;
            var hasProperty = !isFunction && typeof object.constructor != "function" && objectTypes[typeof object.hasOwnProperty] && object.hasOwnProperty || isProperty;
            for (property in object) {
              // Gecko <= 1.0 enumerates the `prototype` property of functions under
              // certain conditions; IE does not.
              if (!(isFunction && property == "prototype") && hasProperty.call(object, property)) {
                callback(property);
              }
            }
            // Manually invoke the callback for each non-enumerable property.
            for (length = members.length; property = members[--length]; hasProperty.call(object, property) && callback(property));
          };
        } else if (size == 2) {
          // Safari <= 2.0.4 enumerates shadowed properties twice.
          forEach = function (object, callback) {
            // Create a set of iterated properties.
            var members = {}, isFunction = getClass.call(object) == functionClass, property;
            for (property in object) {
              // Store each property name to prevent double enumeration. The
              // `prototype` property of functions is not enumerated due to cross-
              // environment inconsistencies.
              if (!(isFunction && property == "prototype") && !isProperty.call(members, property) && (members[property] = 1) && isProperty.call(object, property)) {
                callback(property);
              }
            }
          };
        } else {
          // No bugs detected; use the standard `for...in` algorithm.
          forEach = function (object, callback) {
            var isFunction = getClass.call(object) == functionClass, property, isConstructor;
            for (property in object) {
              if (!(isFunction && property == "prototype") && isProperty.call(object, property) && !(isConstructor = property === "constructor")) {
                callback(property);
              }
            }
            // Manually invoke the callback for the `constructor` property due to
            // cross-environment inconsistencies.
            if (isConstructor || isProperty.call(object, (property = "constructor"))) {
              callback(property);
            }
          };
        }
        return forEach(object, callback);
      };

      // Public: Serializes a JavaScript `value` as a JSON string. The optional
      // `filter` argument may specify either a function that alters how object and
      // array members are serialized, or an array of strings and numbers that
      // indicates which properties should be serialized. The optional `width`
      // argument may be either a string or number that specifies the indentation
      // level of the output.
      if (!has("json-stringify")) {
        // Internal: A map of control characters and their escaped equivalents.
        var Escapes = {
          92: "\\\\",
          34: '\\"',
          8: "\\b",
          12: "\\f",
          10: "\\n",
          13: "\\r",
          9: "\\t"
        };

        // Internal: Converts `value` into a zero-padded string such that its
        // length is at least equal to `width`. The `width` must be <= 6.
        var leadingZeroes = "000000";
        var toPaddedString = function (width, value) {
          // The `|| 0` expression is necessary to work around a bug in
          // Opera <= 7.54u2 where `0 == -0`, but `String(-0) !== "0"`.
          return (leadingZeroes + (value || 0)).slice(-width);
        };

        // Internal: Double-quotes a string `value`, replacing all ASCII control
        // characters (characters with code unit values between 0 and 31) with
        // their escaped equivalents. This is an implementation of the
        // `Quote(value)` operation defined in ES 5.1 section 15.12.3.
        var unicodePrefix = "\\u00";
        var quote = function (value) {
          var result = '"', index = 0, length = value.length, useCharIndex = !charIndexBuggy || length > 10;
          var symbols = useCharIndex && (charIndexBuggy ? value.split("") : value);
          for (; index < length; index++) {
            var charCode = value.charCodeAt(index);
            // If the character is a control character, append its Unicode or
            // shorthand escape sequence; otherwise, append the character as-is.
            switch (charCode) {
              case 8: case 9: case 10: case 12: case 13: case 34: case 92:
              result += Escapes[charCode];
              break;
              default:
                if (charCode < 32) {
                  result += unicodePrefix + toPaddedString(2, charCode.toString(16));
                  break;
                }
                result += useCharIndex ? symbols[index] : value.charAt(index);
            }
          }
          return result + '"';
        };

        // Internal: Recursively serializes an object. Implements the
        // `Str(key, holder)`, `JO(value)`, and `JA(value)` operations.
        var serialize = function (property, object, callback, properties, whitespace, indentation, stack) {
          var value, className, year, month, date, time, hours, minutes, seconds, milliseconds, results, element, index, length, prefix, result;
          try {
            // Necessary for host object support.
            value = object[property];
          } catch (exception) {}
          if (typeof value == "object" && value) {
            className = getClass.call(value);
            if (className == dateClass && !isProperty.call(value, "toJSON")) {
              if (value > -1 / 0 && value < 1 / 0) {
                // Dates are serialized according to the `Date#toJSON` method
                // specified in ES 5.1 section 15.9.5.44. See section 15.9.1.15
                // for the ISO 8601 date time string format.
                if (getDay) {
                  // Manually compute the year, month, date, hours, minutes,
                  // seconds, and milliseconds if the `getUTC*` methods are
                  // buggy. Adapted from @Yaffle's `date-shim` project.
                  date = floor(value / 864e5);
                  for (year = floor(date / 365.2425) + 1970 - 1; getDay(year + 1, 0) <= date; year++);
                  for (month = floor((date - getDay(year, 0)) / 30.42); getDay(year, month + 1) <= date; month++);
                  date = 1 + date - getDay(year, month);
                  // The `time` value specifies the time within the day (see ES
                  // 5.1 section 15.9.1.2). The formula `(A % B + B) % B` is used
                  // to compute `A modulo B`, as the `%` operator does not
                  // correspond to the `modulo` operation for negative numbers.
                  time = (value % 864e5 + 864e5) % 864e5;
                  // The hours, minutes, seconds, and milliseconds are obtained by
                  // decomposing the time within the day. See section 15.9.1.10.
                  hours = floor(time / 36e5) % 24;
                  minutes = floor(time / 6e4) % 60;
                  seconds = floor(time / 1e3) % 60;
                  milliseconds = time % 1e3;
                } else {
                  year = value.getUTCFullYear();
                  month = value.getUTCMonth();
                  date = value.getUTCDate();
                  hours = value.getUTCHours();
                  minutes = value.getUTCMinutes();
                  seconds = value.getUTCSeconds();
                  milliseconds = value.getUTCMilliseconds();
                }
                // Serialize extended years correctly.
                value = (year <= 0 || year >= 1e4 ? (year < 0 ? "-" : "+") + toPaddedString(6, year < 0 ? -year : year) : toPaddedString(4, year)) +
                  "-" + toPaddedString(2, month + 1) + "-" + toPaddedString(2, date) +
                  // Months, dates, hours, minutes, and seconds should have two
                  // digits; milliseconds should have three.
                  "T" + toPaddedString(2, hours) + ":" + toPaddedString(2, minutes) + ":" + toPaddedString(2, seconds) +
                  // Milliseconds are optional in ES 5.0, but required in 5.1.
                  "." + toPaddedString(3, milliseconds) + "Z";
              } else {
                value = null;
              }
            } else if (typeof value.toJSON == "function" && ((className != numberClass && className != stringClass && className != arrayClass) || isProperty.call(value, "toJSON"))) {
              // Prototype <= 1.6.1 adds non-standard `toJSON` methods to the
              // `Number`, `String`, `Date`, and `Array` prototypes. JSON 3
              // ignores all `toJSON` methods on these objects unless they are
              // defined directly on an instance.
              value = value.toJSON(property);
            }
          }
          if (callback) {
            // If a replacement function was provided, call it to obtain the value
            // for serialization.
            value = callback.call(object, property, value);
          }
          if (value === null) {
            return "null";
          }
          className = getClass.call(value);
          if (className == booleanClass) {
            // Booleans are represented literally.
            return "" + value;
          } else if (className == numberClass) {
            // JSON numbers must be finite. `Infinity` and `NaN` are serialized as
            // `"null"`.
            return value > -1 / 0 && value < 1 / 0 ? "" + value : "null";
          } else if (className == stringClass) {
            // Strings are double-quoted and escaped.
            return quote("" + value);
          }
          // Recursively serialize objects and arrays.
          if (typeof value == "object") {
            // Check for cyclic structures. This is a linear search; performance
            // is inversely proportional to the number of unique nested objects.
            for (length = stack.length; length--;) {
              if (stack[length] === value) {
                // Cyclic structures cannot be serialized by `JSON.stringify`.
                throw TypeError();
              }
            }
            // Add the object to the stack of traversed objects.
            stack.push(value);
            results = [];
            // Save the current indentation level and indent one additional level.
            prefix = indentation;
            indentation += whitespace;
            if (className == arrayClass) {
              // Recursively serialize array elements.
              for (index = 0, length = value.length; index < length; index++) {
                element = serialize(index, value, callback, properties, whitespace, indentation, stack);
                results.push(element === undef ? "null" : element);
              }
              result = results.length ? (whitespace ? "[\n" + indentation + results.join(",\n" + indentation) + "\n" + prefix + "]" : ("[" + results.join(",") + "]")) : "[]";
            } else {
              // Recursively serialize object members. Members are selected from
              // either a user-specified list of property names, or the object
              // itself.
              forEach(properties || value, function (property) {
                var element = serialize(property, value, callback, properties, whitespace, indentation, stack);
                if (element !== undef) {
                  // According to ES 5.1 section 15.12.3: "If `gap` {whitespace}
                  // is not the empty string, let `member` {quote(property) + ":"}
                  // be the concatenation of `member` and the `space` character."
                  // The "`space` character" refers to the literal space
                  // character, not the `space` {width} argument provided to
                  // `JSON.stringify`.
                  results.push(quote(property) + ":" + (whitespace ? " " : "") + element);
                }
              });
              result = results.length ? (whitespace ? "{\n" + indentation + results.join(",\n" + indentation) + "\n" + prefix + "}" : ("{" + results.join(",") + "}")) : "{}";
            }
            // Remove the object from the traversed object stack.
            stack.pop();
            return result;
          }
        };

        // Public: `JSON.stringify`. See ES 5.1 section 15.12.3.
        exports.stringify = function (source, filter, width) {
          var whitespace, callback, properties, className;
          if (objectTypes[typeof filter] && filter) {
            if ((className = getClass.call(filter)) == functionClass) {
              callback = filter;
            } else if (className == arrayClass) {
              // Convert the property names array into a makeshift set.
              properties = {};
              for (var index = 0, length = filter.length, value; index < length; value = filter[index++], ((className = getClass.call(value)), className == stringClass || className == numberClass) && (properties[value] = 1));
            }
          }
          if (width) {
            if ((className = getClass.call(width)) == numberClass) {
              // Convert the `width` to an integer and create a string containing
              // `width` number of space characters.
              if ((width -= width % 1) > 0) {
                for (whitespace = "", width > 10 && (width = 10); whitespace.length < width; whitespace += " ");
              }
            } else if (className == stringClass) {
              whitespace = width.length <= 10 ? width : width.slice(0, 10);
            }
          }
          // Opera <= 7.54u2 discards the values associated with empty string keys
          // (`""`) only if they are used directly within an object member list
          // (e.g., `!("" in { "": 1})`).
          return serialize("", (value = {}, value[""] = source, value), callback, properties, whitespace, "", []);
        };
      }

      // Public: Parses a JSON source string.
      if (!has("json-parse")) {
        var fromCharCode = String.fromCharCode;

        // Internal: A map of escaped control characters and their unescaped
        // equivalents.
        var Unescapes = {
          92: "\\",
          34: '"',
          47: "/",
          98: "\b",
          116: "\t",
          110: "\n",
          102: "\f",
          114: "\r"
        };

        // Internal: Stores the parser state.
        var Index, Source;

        // Internal: Resets the parser state and throws a `SyntaxError`.
        var abort = function () {
          Index = Source = null;
          throw SyntaxError();
        };

        // Internal: Returns the next token, or `"$"` if the parser has reached
        // the end of the source string. A token may be a string, number, `null`
        // literal, or Boolean literal.
        var lex = function () {
          var source = Source, length = source.length, value, begin, position, isSigned, charCode;
          while (Index < length) {
            charCode = source.charCodeAt(Index);
            switch (charCode) {
              case 9: case 10: case 13: case 32:
              // Skip whitespace tokens, including tabs, carriage returns, line
              // feeds, and space characters.
              Index++;
              break;
              case 123: case 125: case 91: case 93: case 58: case 44:
              // Parse a punctuator token (`{`, `}`, `[`, `]`, `:`, or `,`) at
              // the current position.
              value = charIndexBuggy ? source.charAt(Index) : source[Index];
              Index++;
              return value;
              case 34:
                // `"` delimits a JSON string; advance to the next character and
                // begin parsing the string. String tokens are prefixed with the
                // sentinel `@` character to distinguish them from punctuators and
                // end-of-string tokens.
                for (value = "@", Index++; Index < length;) {
                  charCode = source.charCodeAt(Index);
                  if (charCode < 32) {
                    // Unescaped ASCII control characters (those with a code unit
                    // less than the space character) are not permitted.
                    abort();
                  } else if (charCode == 92) {
                    // A reverse solidus (`\`) marks the beginning of an escaped
                    // control character (including `"`, `\`, and `/`) or Unicode
                    // escape sequence.
                    charCode = source.charCodeAt(++Index);
                    switch (charCode) {
                      case 92: case 34: case 47: case 98: case 116: case 110: case 102: case 114:
                      // Revive escaped control characters.
                      value += Unescapes[charCode];
                      Index++;
                      break;
                      case 117:
                        // `\u` marks the beginning of a Unicode escape sequence.
                        // Advance to the first character and validate the
                        // four-digit code point.
                        begin = ++Index;
                        for (position = Index + 4; Index < position; Index++) {
                          charCode = source.charCodeAt(Index);
                          // A valid sequence comprises four hexdigits (case-
                          // insensitive) that form a single hexadecimal value.
                          if (!(charCode >= 48 && charCode <= 57 || charCode >= 97 && charCode <= 102 || charCode >= 65 && charCode <= 70)) {
                            // Invalid Unicode escape sequence.
                            abort();
                          }
                        }
                        // Revive the escaped character.
                        value += fromCharCode("0x" + source.slice(begin, Index));
                        break;
                      default:
                        // Invalid escape sequence.
                        abort();
                    }
                  } else {
                    if (charCode == 34) {
                      // An unescaped double-quote character marks the end of the
                      // string.
                      break;
                    }
                    charCode = source.charCodeAt(Index);
                    begin = Index;
                    // Optimize for the common case where a string is valid.
                    while (charCode >= 32 && charCode != 92 && charCode != 34) {
                      charCode = source.charCodeAt(++Index);
                    }
                    // Append the string as-is.
                    value += source.slice(begin, Index);
                  }
                }
                if (source.charCodeAt(Index) == 34) {
                  // Advance to the next character and return the revived string.
                  Index++;
                  return value;
                }
                // Unterminated string.
                abort();
              default:
                // Parse numbers and literals.
                begin = Index;
                // Advance past the negative sign, if one is specified.
                if (charCode == 45) {
                  isSigned = true;
                  charCode = source.charCodeAt(++Index);
                }
                // Parse an integer or floating-point value.
                if (charCode >= 48 && charCode <= 57) {
                  // Leading zeroes are interpreted as octal literals.
                  if (charCode == 48 && ((charCode = source.charCodeAt(Index + 1)), charCode >= 48 && charCode <= 57)) {
                    // Illegal octal literal.
                    abort();
                  }
                  isSigned = false;
                  // Parse the integer component.
                  for (; Index < length && ((charCode = source.charCodeAt(Index)), charCode >= 48 && charCode <= 57); Index++);
                  // Floats cannot contain a leading decimal point; however, this
                  // case is already accounted for by the parser.
                  if (source.charCodeAt(Index) == 46) {
                    position = ++Index;
                    // Parse the decimal component.
                    for (; position < length && ((charCode = source.charCodeAt(position)), charCode >= 48 && charCode <= 57); position++);
                    if (position == Index) {
                      // Illegal trailing decimal.
                      abort();
                    }
                    Index = position;
                  }
                  // Parse exponents. The `e` denoting the exponent is
                  // case-insensitive.
                  charCode = source.charCodeAt(Index);
                  if (charCode == 101 || charCode == 69) {
                    charCode = source.charCodeAt(++Index);
                    // Skip past the sign following the exponent, if one is
                    // specified.
                    if (charCode == 43 || charCode == 45) {
                      Index++;
                    }
                    // Parse the exponential component.
                    for (position = Index; position < length && ((charCode = source.charCodeAt(position)), charCode >= 48 && charCode <= 57); position++);
                    if (position == Index) {
                      // Illegal empty exponent.
                      abort();
                    }
                    Index = position;
                  }
                  // Coerce the parsed value to a JavaScript number.
                  return +source.slice(begin, Index);
                }
                // A negative sign may only precede numbers.
                if (isSigned) {
                  abort();
                }
                // `true`, `false`, and `null` literals.
                if (source.slice(Index, Index + 4) == "true") {
                  Index += 4;
                  return true;
                } else if (source.slice(Index, Index + 5) == "false") {
                  Index += 5;
                  return false;
                } else if (source.slice(Index, Index + 4) == "null") {
                  Index += 4;
                  return null;
                }
                // Unrecognized token.
                abort();
            }
          }
          // Return the sentinel `$` character if the parser has reached the end
          // of the source string.
          return "$";
        };

        // Internal: Parses a JSON `value` token.
        var get = function (value) {
          var results, hasMembers;
          if (value == "$") {
            // Unexpected end of input.
            abort();
          }
          if (typeof value == "string") {
            if ((charIndexBuggy ? value.charAt(0) : value[0]) == "@") {
              // Remove the sentinel `@` character.
              return value.slice(1);
            }
            // Parse object and array literals.
            if (value == "[") {
              // Parses a JSON array, returning a new JavaScript array.
              results = [];
              for (;; hasMembers || (hasMembers = true)) {
                value = lex();
                // A closing square bracket marks the end of the array literal.
                if (value == "]") {
                  break;
                }
                // If the array literal contains elements, the current token
                // should be a comma separating the previous element from the
                // next.
                if (hasMembers) {
                  if (value == ",") {
                    value = lex();
                    if (value == "]") {
                      // Unexpected trailing `,` in array literal.
                      abort();
                    }
                  } else {
                    // A `,` must separate each array element.
                    abort();
                  }
                }
                // Elisions and leading commas are not permitted.
                if (value == ",") {
                  abort();
                }
                results.push(get(value));
              }
              return results;
            } else if (value == "{") {
              // Parses a JSON object, returning a new JavaScript object.
              results = {};
              for (;; hasMembers || (hasMembers = true)) {
                value = lex();
                // A closing curly brace marks the end of the object literal.
                if (value == "}") {
                  break;
                }
                // If the object literal contains members, the current token
                // should be a comma separator.
                if (hasMembers) {
                  if (value == ",") {
                    value = lex();
                    if (value == "}") {
                      // Unexpected trailing `,` in object literal.
                      abort();
                    }
                  } else {
                    // A `,` must separate each object member.
                    abort();
                  }
                }
                // Leading commas are not permitted, object property names must be
                // double-quoted strings, and a `:` must separate each property
                // name and value.
                if (value == "," || typeof value != "string" || (charIndexBuggy ? value.charAt(0) : value[0]) != "@" || lex() != ":") {
                  abort();
                }
                results[value.slice(1)] = get(lex());
              }
              return results;
            }
            // Unexpected token encountered.
            abort();
          }
          return value;
        };

        // Internal: Updates a traversed object member.
        var update = function (source, property, callback) {
          var element = walk(source, property, callback);
          if (element === undef) {
            delete source[property];
          } else {
            source[property] = element;
          }
        };

        // Internal: Recursively traverses a parsed JSON object, invoking the
        // `callback` function for each value. This is an implementation of the
        // `Walk(holder, name)` operation defined in ES 5.1 section 15.12.2.
        var walk = function (source, property, callback) {
          var value = source[property], length;
          if (typeof value == "object" && value) {
            // `forEach` can't be used to traverse an array in Opera <= 8.54
            // because its `Object#hasOwnProperty` implementation returns `false`
            // for array indices (e.g., `![1, 2, 3].hasOwnProperty("0")`).
            if (getClass.call(value) == arrayClass) {
              for (length = value.length; length--;) {
                update(value, length, callback);
              }
            } else {
              forEach(value, function (property) {
                update(value, property, callback);
              });
            }
          }
          return callback.call(source, property, value);
        };

        // Public: `JSON.parse`. See ES 5.1 section 15.12.2.
        exports.parse = function (source, callback) {
          var result, value;
          Index = 0;
          Source = "" + source;
          result = get(lex());
          // If a JSON string contains multiple tokens, it is invalid.
          if (lex() != "$") {
            abort();
          }
          // Reset the parser state.
          Index = Source = null;
          return callback && getClass.call(callback) == functionClass ? walk((value = {}, value[""] = result, value), "", callback) : result;
        };
      }
    }

    exports["runInContext"] = runInContext;
    return exports;
  }

  if (freeExports && !isLoader) {
    // Export for CommonJS environments.
    runInContext(root, freeExports);
  } else {
    // Export for web browsers and JavaScript engines.
    var nativeJSON = root.JSON,
      previousJSON = root["JSON3"],
      isRestored = false;

    var JSON3 = runInContext(root, (root["JSON3"] = {
      // Public: Restores the original value of the global `JSON` object and
      // returns a reference to the `JSON3` object.
      "noConflict": function () {
        if (!isRestored) {
          isRestored = true;
          root.JSON = nativeJSON;
          root["JSON3"] = previousJSON;
          nativeJSON = previousJSON = null;
        }
        return JSON3;
      }
    }));

    root.JSON = {
      "parse": JSON3.parse,
      "stringify": JSON3.stringify
    };
  }

  // Export for asynchronous module loaders.
  if (isLoader) {
    define(function () {
      return JSON3;
    });
  }
}).call(this);

//##############################################################################
// Elements.js
//##############################################################################

(function () {

  /**
   * Convenience methods for creating various elements used by PrelaodJS.
   *
   * @class DomUtils
   */
  var s = {};

  s.a = function() {
    return s.el("a");
  }

  s.svg = function() {
    return s.el("svg");
  }

  s.object = function() {
    return s.el("object");
  }

  s.image = function() {
    return s.el("image");
  }

  s.img = function() {
    return s.el("img");
  }

  s.style = function() {
    return s.el("style");
  }

  s.link = function() {
    return s.el("link");
  }

  s.script = function() {
    return s.el("script");
  }

  s.audio = function() {
    return s.el("audio");
  }

  s.video = function() {
    return s.el("video");
  }

  s.text = function(value) {
    return document.createTextNode(value);
  }

  s.el = function(name) {
    return document.createElement(name);
  }

  createjs.Elements = s;

}());

//##############################################################################
// URLUtils.js
//##############################################################################

(function () {

  /**
   * Utilities that assist with parsing load items, and determining file types, etc.
   * @class URLUtils
   */
  var s = {};

  /**
   * The Regular Expression used to test file URLS for an absolute path.
   * @property ABSOLUTE_PATH
   * @type {RegExp}
   * @static
   */
  s.ABSOLUTE_PATT = /^(?:\w+:)?\/{2}/i;

  /**
   * The Regular Expression used to test file URLS for a relative path.
   * @property RELATIVE_PATH
   * @type {RegExp}
   * @static
   */
  s.RELATIVE_PATT = (/^[./]*?\//i);

  /**
   * The Regular Expression used to test file URLS for an extension. Note that URIs must already have the query string
   * removed.
   * @property EXTENSION_PATT
   * @type {RegExp}
   * @static
   */
  s.EXTENSION_PATT = /\/?[^/]+\.(\w{1,5})$/i;

  /**
   * Parse a file path to determine the information we need to work with it. Currently, PreloadJS needs to know:
   * <ul>
   *     <li>If the path is absolute. Absolute paths start with a protocol (such as `http://`, `file://`, or
   *     `//networkPath`)</li>
   *     <li>If the path is relative. Relative paths start with `../` or `/path` (or similar)</li>
   *     <li>The file extension. This is determined by the filename with an extension. Query strings are dropped, and
   *     the file path is expected to follow the format `name.ext`.</li>
   * </ul>
   *
   * @method parseURI
   * @param {String} path
   * @returns {Object} An Object with an `absolute` and `relative` Boolean values,
   * 	the pieces of the path (protocol, hostname, port, pathname, search, hash, host)
   * 	as well as an optional 'extension` property, which is the lowercase extension.
   *
   * @static
   */
  s.parseURI = function (path) {
    var info = {
      absolute: false,
      relative: false,
      protocol: null,
      hostname: null,
      port: null,
      pathname: null,
      search: null,
      hash: null,
      host: null
    };

    if (path == null) { return info; }

    // Inject the path parts.
    var parser = createjs.Elements.a();
    parser.href = path;

    for (var n in info) {
      if (n in parser) {
        info[n] = parser[n];
      }
    }

    // Drop the query string
    var queryIndex = path.indexOf("?");
    if (queryIndex > -1) {
      path = path.substr(0, queryIndex);
    }

    // Absolute
    var match;
    if (s.ABSOLUTE_PATT.test(path)) {
      info.absolute = true;

      // Relative
    } else if (s.RELATIVE_PATT.test(path)) {
      info.relative = true;
    }

    // Extension
    if (match = path.match(s.EXTENSION_PATT)) {
      info.extension = match[1].toLowerCase();
    }

    return info;
  };

  /**
   * Formats an object into a query string for either a POST or GET request.
   * @method formatQueryString
   * @param {Object} data The data to convert to a query string.
   * @param {Array} [query] Existing name/value pairs to append on to this query.
   * @static
   */
  s.formatQueryString = function (data, query) {
    if (data == null) {
      throw new Error("You must specify data.");
    }
    var params = [];
    for (var n in data) {
      params.push(n + "=" + escape(data[n]));
    }
    if (query) {
      params = params.concat(query);
    }
    return params.join("&");
  };

  /**
   * A utility method that builds a file path using a source and a data object, and formats it into a new path.
   * @method buildURI
   * @param {String} src The source path to add values to.
   * @param {Object} [data] Object used to append values to this request as a query string. Existing parameters on the
   * path will be preserved.
   * @returns {string} A formatted string that contains the path and the supplied parameters.
   * @static
   */
  s.buildURI = function (src, data) {
    if (data == null) {
      return src;
    }

    var query = [];
    var idx = src.indexOf("?");

    if (idx != -1) {
      var q = src.slice(idx + 1);
      query = query.concat(q.split("&"));
    }

    if (idx != -1) {
      return src.slice(0, idx) + "?" + this.formatQueryString(data, query);
    } else {
      return src + "?" + this.formatQueryString(data, query);
    }
  };

  /**
   * @method isCrossDomain
   * @param {LoadItem|Object} item A load item with a `src` property.
   * @return {Boolean} If the load item is loading from a different domain than the current location.
   * @static
   */
  s.isCrossDomain = function (item) {
    var target = createjs.Elements.a();
    target.href = item.src;

    var host = createjs.Elements.a();
    host.href = location.href;

    var crossdomain = (target.hostname != "") &&
      (target.port != host.port ||
        target.protocol != host.protocol ||
        target.hostname != host.hostname);
    return crossdomain;
  };

  /**
   * @method isLocal
   * @param {LoadItem|Object} item A load item with a `src` property
   * @return {Boolean} If the load item is loading from the "file:" protocol. Assume that the host must be local as
   * well.
   * @static
   */
  s.isLocal = function (item) {
    var target = createjs.Elements.a();
    target.href = item.src;
    return target.hostname == "" && target.protocol == "file:";
  };

  createjs.URLUtils = s;

}());

//##############################################################################
// DomUtils.js
//##############################################################################

(function () {

  /**
   * A few utilities for interacting with the dom.
   * @class DomUtils
   */
  var s = {
    container: null
  };

  s.appendToHead = function (el) {
    s.getHead().appendChild(el);
  }

  s.appendToBody = function (el) {
    if (s.container == null) {
      s.container = document.createElement("div");
      s.container.id = "preloadjs-container";
      var style = s.container.style;
      style.visibility = "hidden";
      style.position = "absolute";
      style.width = s.container.style.height = "10px";
      style.overflow = "hidden";
      style.transform = style.msTransform = style.webkitTransform = style.oTransform = "translate(-10px, -10px)"; //LM: Not working
      s.getBody().appendChild(s.container);
    }
    s.container.appendChild(el);
  }

  s.getHead = function () {
    return document.head || document.getElementsByTagName("head")[0];
  }

  s.getBody = function () {
    return document.body || document.getElementsByTagName("body")[0];
  }

  s.removeChild = function(el) {
    if (el.parent) {
      el.parent.removeChild(el);
    }
  }

  /**
   * Check if item is a valid HTMLImageElement
   * @method isImageTag
   * @param {Object} item
   * @returns {Boolean}
   * @static
   */
  s.isImageTag = function(item) {
    return item instanceof HTMLImageElement;
  };

  /**
   * Check if item is a valid HTMLAudioElement
   * @method isAudioTag
   * @param {Object} item
   * @returns {Boolean}
   * @static
   */
  s.isAudioTag = function(item) {
    if (window.HTMLAudioElement) {
      return item instanceof HTMLAudioElement;
    } else {
      return false;
    }
  };

  /**
   * Check if item is a valid HTMLVideoElement
   * @method isVideoTag
   * @param {Object} item
   * @returns {Boolean}
   * @static
   */
  s.isVideoTag = function(item) {
    if (window.HTMLVideoElement) {
      return item instanceof HTMLVideoElement;
    } else {
      return false;
    }
  };

  createjs.DomUtils = s;

}());

//##############################################################################
// DataUtils.js
//##############################################################################

(function () {

  /**
   * A few data utilities for formatting different data types.
   * @class DataUtils
   */
  var s = {};

  // static methods
  /**
   * Parse XML using the DOM. This is required when preloading XML or SVG.
   * @method parseXML
   * @param {String} text The raw text or XML that is loaded by XHR.
   * @return {XML} An XML document
   * @static
   */
  s.parseXML = function (text) {
    var xml = null;
    // CocoonJS does not support XML parsing with either method.

    // Most browsers will use DOMParser
    // IE fails on certain SVG files, so we have a fallback below.
    try {
      if (window.DOMParser) {
        var parser = new DOMParser();
        xml = parser.parseFromString(text, "text/xml");
      }
    } catch (e) {
    }

    // Fallback for IE support.
    if (!xml) {
      try {
        xml = new ActiveXObject("Microsoft.XMLDOM");
        xml.async = false;
        xml.loadXML(text);
      } catch (e) {
        xml = null;
      }
    }

    return xml;
  };

  /**
   * Parse a string into an Object.
   * @method parseJSON
   * @param {String} value The loaded JSON string
   * @returns {Object} A JavaScript object.
   */
  s.parseJSON = function (value) {
    if (value == null) {
      return null;
    }

    try {
      return JSON.parse(value);
    } catch (e) {
      // TODO; Handle this with a custom error?
      throw e;
    }
  };

  createjs.DataUtils = s;

}());

//##############################################################################
// Types.js
//##############################################################################

(function() {
  var s = {};

  /**
   * The preload type for generic binary types. Note that images are loaded as binary files when using XHR.
   * @property BINARY
   * @type {String}
   * @default binary
   * @static
   * @since 0.6.0
   */
  s.BINARY = "binary";

  /**
   * The preload type for css files. CSS files are loaded using a &lt;link&gt; when loaded with XHR, or a
   * &lt;style&gt; tag when loaded with tags.
   * @property CSS
   * @type {String}
   * @default css
   * @static
   * @since 0.6.0
   */
  s.CSS = "css";

  /**
   * The preload type for font files.
   * @property FONT
   * @type {String}
   * @default font
   * @static
   * @since 0.9.0
   */
  s.FONT = "font";

  /**
   * The preload type for fonts specified with CSS (such as Google fonts)
   * @property FONTCSS
   * @type {String}
   * @default fontcss
   * @static
   * @since 0.9.0
   */
  s.FONTCSS = "fontcss";

  /**
   * The preload type for image files, usually png, gif, or jpg/jpeg. Images are loaded into an &lt;image&gt; tag.
   * @property IMAGE
   * @type {String}
   * @default image
   * @static
   * @since 0.6.0
   */
  s.IMAGE = "image";

  /**
   * The preload type for javascript files, usually with the "js" file extension. JavaScript files are loaded into a
   * &lt;script&gt; tag.
   *
   * Since version 0.4.1+, due to how tag-loaded scripts work, all JavaScript files are automatically injected into
   * the body of the document to maintain parity between XHR and tag-loaded scripts. In version 0.4.0 and earlier,
   * only tag-loaded scripts are injected.
   * @property JAVASCRIPT
   * @type {String}
   * @default javascript
   * @static
   * @since 0.6.0
   */
  s.JAVASCRIPT = "javascript";

  /**
   * The preload type for json files, usually with the "json" file extension. JSON data is loaded and parsed into a
   * JavaScript object. Note that if a `callback` is present on the load item, the file will be loaded with JSONP,
   * no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to, and the JSON
   * must contain a matching wrapper function.
   * @property JSON
   * @type {String}
   * @default json
   * @static
   * @since 0.6.0
   */
  s.JSON = "json";

  /**
   * The preload type for jsonp files, usually with the "json" file extension. JSON data is loaded and parsed into a
   * JavaScript object. You are required to pass a callback parameter that matches the function wrapper in the JSON.
   * Note that JSONP will always be used if there is a callback present, no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}}
   * property is set to.
   * @property JSONP
   * @type {String}
   * @default jsonp
   * @static
   * @since 0.6.0
   */
  s.JSONP = "jsonp";

  /**
   * The preload type for json-based manifest files, usually with the "json" file extension. The JSON data is loaded
   * and parsed into a JavaScript object. PreloadJS will then look for a "manifest" property in the JSON, which is an
   * Array of files to load, following the same format as the {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}
   * method. If a "callback" is specified on the manifest object, then it will be loaded using JSONP instead,
   * regardless of what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to.
   * @property MANIFEST
   * @type {String}
   * @default manifest
   * @static
   * @since 0.6.0
   */
  s.MANIFEST = "manifest";

  /**
   * The preload type for sound files, usually mp3, ogg, or wav. When loading via tags, audio is loaded into an
   * &lt;audio&gt; tag.
   * @property SOUND
   * @type {String}
   * @default sound
   * @static
   * @since 0.6.0
   */
  s.SOUND = "sound";

  /**
   * The preload type for video files, usually mp4, ts, or ogg. When loading via tags, video is loaded into an
   * &lt;video&gt; tag.
   * @property VIDEO
   * @type {String}
   * @default video
   * @static
   * @since 0.6.0
   */
  s.VIDEO = "video";

  /**
   * The preload type for SpriteSheet files. SpriteSheet files are JSON files that contain string image paths.
   * @property SPRITESHEET
   * @type {String}
   * @default spritesheet
   * @static
   * @since 0.6.0
   */
  s.SPRITESHEET = "spritesheet";

  /**
   * The preload type for SVG files.
   * @property SVG
   * @type {String}
   * @default svg
   * @static
   * @since 0.6.0
   */
  s.SVG = "svg";

  /**
   * The preload type for text files, which is also the default file type if the type can not be determined. Text is
   * loaded as raw text.
   * @property TEXT
   * @type {String}
   * @default text
   * @static
   * @since 0.6.0
   */
  s.TEXT = "text";

  /**
   * The preload type for xml files. XML is loaded into an XML document.
   * @property XML
   * @type {String}
   * @default xml
   * @static
   * @since 0.6.0
   */
  s.XML = "xml";

  createjs.Types = s;
}());

//##############################################################################
// Methods.js
//##############################################################################

(function() {
  var s = {};

  /**
   * Defines a POST request, use for a method value when loading data.
   * @property POST
   * @type {string}
   * @default post
   * @static
   */
  s.POST = "POST";

  /**
   * Defines a GET request, use for a method value when loading data.
   * @property GET
   * @type {string}
   * @default get
   * @static
   */
  s.GET = "GET";

  createjs.Methods = s;
}());

//##############################################################################
// LoadItem.js
//##############################################################################

(function () {
  "use strict";

  /**
   * All loaders accept an item containing the properties defined in this class. If a raw object is passed instead,
   * it will not be affected, but it must contain at least a {{#crossLink "src:property"}}{{/crossLink}} property. A
   * string path or HTML tag is also acceptable, but it will be automatically converted to a LoadItem using the
   * {{#crossLink "create"}}{{/crossLink}} method by {{#crossLink "AbstractLoader"}}{{/crossLink}}
   * @class LoadItem
   * @constructor
   * @since 0.6.0
   */
  function LoadItem() {
    /**
     * The source of the file that is being loaded. This property is <b>required</b>. The source can either be a
     * string (recommended), or an HTML tag.
     * This can also be an object, but in that case it has to include a type and be handled by a plugin.
     * @property src
     * @type {String}
     * @default null
     */
    this.src = null;

    /**
     * The type file that is being loaded. The type of the file is usually inferred by the extension, but can also
     * be set manually. This is helpful in cases where a file does not have an extension.
     * @property type
     * @type {String}
     * @default null
     */
    this.type = null;

    /**
     * A string identifier which can be used to reference the loaded object. If none is provided, this will be
     * automatically set to the {{#crossLink "src:property"}}{{/crossLink}}.
     * @property id
     * @type {String}
     * @default null
     */
    this.id = null;

    /**
     * Determines if a manifest will maintain the order of this item, in relation to other items in the manifest
     * that have also set the `maintainOrder` property to `true`. This only applies when the max connections has
     * been set above 1 (using {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}). Everything with this
     * property set to `false` will finish as it is loaded. Ordered items are combined with script tags loading in
     * order when {{#crossLink "LoadQueue/maintainScriptOrder:property"}}{{/crossLink}} is set to `true`.
     * @property maintainOrder
     * @type {Boolean}
     * @default false
     */
    this.maintainOrder = false;

    /**
     * A callback used by JSONP requests that defines what global method to call when the JSONP content is loaded.
     * @property callback
     * @type {String}
     * @default null
     */
    this.callback = null;

    /**
     * An arbitrary data object, which is included with the loaded object.
     * @property data
     * @type {Object}
     * @default null
     */
    this.data = null;

    /**
     * The request method used for HTTP calls. Both {{#crossLink "Methods/GET:property"}}{{/crossLink}} or
     * {{#crossLink "Methods/POST:property"}}{{/crossLink}} request types are supported, and are defined as
     * constants on {{#crossLink "AbstractLoader"}}{{/crossLink}}.
     * @property method
     * @type {String}
     * @default GET
     */
    this.method = createjs.Methods.GET;

    /**
     * An object hash of name/value pairs to send to the server.
     * @property values
     * @type {Object}
     * @default null
     */
    this.values = null;

    /**
     * An object hash of headers to attach to an XHR request. PreloadJS will automatically attach some default
     * headers when required, including "Origin", "Content-Type", and "X-Requested-With". You may override the
     * default headers by including them in your headers object.
     * @property headers
     * @type {Object}
     * @default null
     */
    this.headers = null;

    /**
     * Enable credentials for XHR requests.
     * @property withCredentials
     * @type {Boolean}
     * @default false
     */
    this.withCredentials = false;

    /**
     * Set the mime type of XHR-based requests. This is automatically set to "text/plain; charset=utf-8" for text
     * based files (json, xml, text, css, js).
     * @property mimeType
     * @type {String}
     * @default null
     */
    this.mimeType = null;

    /**
     * Sets the crossOrigin attribute for CORS-enabled images loading cross-domain.
     * @property crossOrigin
     * @type {boolean}
     * @default Anonymous
     */
    this.crossOrigin = null;

    /**
     * The duration in milliseconds to wait before a request times out. This only applies to tag-based and and XHR
     * (level one) loading, as XHR (level 2) provides its own timeout event.
     * @property loadTimeout
     * @type {Number}
     * @default 8000 (8 seconds)
     */
    this.loadTimeout = s.LOAD_TIMEOUT_DEFAULT;
  };

  var p = LoadItem.prototype = {};
  var s = LoadItem;

  /**
   * Default duration in milliseconds to wait before a request times out. This only applies to tag-based and and XHR
   * (level one) loading, as XHR (level 2) provides its own timeout event.
   * @property LOAD_TIMEOUT_DEFAULT
   * @type {number}
   * @static
   */
  s.LOAD_TIMEOUT_DEFAULT = 8000;

  /**
   * Create a LoadItem.
   * <ul>
   *     <li>String-based items are converted to a LoadItem with a populated {{#crossLink "src:property"}}{{/crossLink}}.</li>
   *     <li>LoadItem instances are returned as-is</li>
   *     <li>Objects are returned with any needed properties added</li>
   * </ul>
   * @method create
   * @param {LoadItem|String|Object} value The load item value
   * @returns {LoadItem|Object}
   * @static
   */
  s.create = function (value) {
    if (typeof value == "string") {
      var item = new LoadItem();
      item.src = value;
      return item;
    } else if (value instanceof s) {
      return value;
    } else if (value instanceof Object && value.src) {
      if (value.loadTimeout == null) {
        value.loadTimeout = s.LOAD_TIMEOUT_DEFAULT;
      }
      return value;
    } else {
      throw new Error("Type not recognized.");
    }
  };

  /**
   * Provides a chainable shortcut method for setting a number of properties on the instance.
   *
   * <h4>Example</h4>
   *
   *      var loadItem = new createjs.LoadItem().set({src:"image.png", maintainOrder:true});
   *
   * @method set
   * @param {Object} props A generic object containing properties to copy to the LoadItem instance.
   * @return {LoadItem} Returns the instance the method is called on (useful for chaining calls.)
   */
  p.set = function(props) {
    for (var n in props) { this[n] = props[n]; }
    return this;
  };

  createjs.LoadItem = s;

}());

//##############################################################################
// RequestUtils.js
//##############################################################################

(function () {

  /**
   * Utilities that assist with parsing load items, and determining file types, etc.
   * @class RequestUtils
   */
  var s = {};

  /**
   * Determine if a specific type should be loaded as a binary file. Currently, only images and items marked
   * specifically as "binary" are loaded as binary. Note that audio is <b>not</b> a binary type, as we can not play
   * back using an audio tag if it is loaded as binary. Plugins can change the item type to binary to ensure they get
   * a binary result to work with. Binary files are loaded using XHR2. Types are defined as static constants on
   * {{#crossLink "AbstractLoader"}}{{/crossLink}}.
   * @method isBinary
   * @param {String} type The item type.
   * @return {Boolean} If the specified type is binary.
   * @static
   */
  s.isBinary = function (type) {
    switch (type) {
      case createjs.Types.IMAGE:
      case createjs.Types.BINARY:
        return true;
      default:
        return false;
    }
  };

  /**
   * Determine if a specific type is a text-based asset, and should be loaded as UTF-8.
   * @method isText
   * @param {String} type The item type.
   * @return {Boolean} If the specified type is text.
   * @static
   */
  s.isText = function (type) {
    switch (type) {
      case createjs.Types.TEXT:
      case createjs.Types.JSON:
      case createjs.Types.MANIFEST:
      case createjs.Types.XML:
      case createjs.Types.CSS:
      case createjs.Types.SVG:
      case createjs.Types.JAVASCRIPT:
      case createjs.Types.SPRITESHEET:
        return true;
      default:
        return false;
    }
  };

  /**
   * Determine the type of the object using common extensions. Note that the type can be passed in with the load item
   * if it is an unusual extension.
   * @method getTypeByExtension
   * @param {String} extension The file extension to use to determine the load type.
   * @return {String} The determined load type (for example, `createjs.Types.IMAGE`). Will return `null` if
   * the type can not be determined by the extension.
   * @static
   */
  s.getTypeByExtension = function (extension) {
    if (extension == null) {
      return createjs.Types.TEXT;
    }

    switch (extension.toLowerCase()) {
      case "jpeg":
      case "jpg":
      case "gif":
      case "png":
      case "webp":
      case "bmp":
        return createjs.Types.IMAGE;
      case "ogg":
      case "mp3":
      case "webm":
        return createjs.Types.SOUND;
      case "mp4":
      case "webm":
      case "ts":
        return createjs.Types.VIDEO;
      case "json":
        return createjs.Types.JSON;
      case "xml":
        return createjs.Types.XML;
      case "css":
        return createjs.Types.CSS;
      case "js":
        return createjs.Types.JAVASCRIPT;
      case 'svg':
        return createjs.Types.SVG;
      default:
        return createjs.Types.TEXT;
    }
  };

  createjs.RequestUtils = s;

}());

//##############################################################################
// AbstractLoader.js
//##############################################################################

(function () {
  "use strict";

// constructor
  /**
   * The base loader, which defines all the generic methods, properties, and events. All loaders extend this class,
   * including the {{#crossLink "LoadQueue"}}{{/crossLink}}.
   * @class AbstractLoader
   * @param {LoadItem|object|string} loadItem The item to be loaded.
   * @param {Boolean} [preferXHR] Determines if the LoadItem should <em>try</em> and load using XHR, or take a
   * tag-based approach, which can be better in cross-domain situations. Not all loaders can load using one or the
   * other, so this is a suggested directive.
   * @param {String} [type] The type of loader. Loader types are defined as constants on the AbstractLoader class,
   * such as {{#crossLink "IMAGE:property"}}{{/crossLink}}, {{#crossLink "CSS:property"}}{{/crossLink}}, etc.
   * @extends EventDispatcher
   */
  function AbstractLoader(loadItem, preferXHR, type) {
    this.EventDispatcher_constructor();

    // public properties
    /**
     * If the loader has completed loading. This provides a quick check, but also ensures that the different approaches
     * used for loading do not pile up resulting in more than one `complete` {{#crossLink "Event"}}{{/crossLink}}.
     * @property loaded
     * @type {Boolean}
     * @default false
     */
    this.loaded = false;

    /**
     * Determine if the loader was canceled. Canceled loads will not fire complete events. Note that this property
     * is readonly, so {{#crossLink "LoadQueue"}}{{/crossLink}} queues should be closed using {{#crossLink "LoadQueue/close"}}{{/crossLink}}
     * instead.
     * @property canceled
     * @type {Boolean}
     * @default false
     * @readonly
     */
    this.canceled = false;

    /**
     * The current load progress (percentage) for this item. This will be a number between 0 and 1.
     *
     * <h4>Example</h4>
     *
     *     var queue = new createjs.LoadQueue();
     *     queue.loadFile("largeImage.png");
     *     queue.on("progress", function() {
		 *         console.log("Progress:", queue.progress, event.progress);
		 *     });
     *
     * @property progress
     * @type {Number}
     * @default 0
     */
    this.progress = 0;

    /**
     * The type of item this loader will load. See {{#crossLink "AbstractLoader"}}{{/crossLink}} for a full list of
     * supported types.
     * @property type
     * @type {String}
     */
    this.type = type;

    /**
     * A formatter function that converts the loaded raw result into the final result. For example, the JSONLoader
     * converts a string of text into a JavaScript object. Not all loaders have a resultFormatter, and this property
     * can be overridden to provide custom formatting.
     *
     * Optionally, a resultFormatter can return a callback function in cases where the formatting needs to be
     * asynchronous, such as creating a new image. The callback function is passed 2 parameters, which are callbacks
     * to handle success and error conditions in the resultFormatter. Note that the resultFormatter method is
     * called in the current scope, as well as the success and error callbacks.
     *
     * <h4>Example asynchronous resultFormatter</h4>
     *
     * 	function _formatResult(loader) {
		 * 		return function(success, error) {
		 * 			if (errorCondition) { error(errorDetailEvent); }
		 * 			success(result);
		 * 		}
		 * 	}
     * @property resultFormatter
     * @type {Function}
     * @default null
     */
    this.resultFormatter = null;

    // protected properties
    /**
     * The {{#crossLink "LoadItem"}}{{/crossLink}} this loader represents. Note that this is null in a {{#crossLink "LoadQueue"}}{{/crossLink}},
     * but will be available on loaders such as {{#crossLink "XMLLoader"}}{{/crossLink}} and {{#crossLink "ImageLoader"}}{{/crossLink}}.
     * @property _item
     * @type {LoadItem|Object}
     * @private
     */
    if (loadItem) {
      this._item = createjs.LoadItem.create(loadItem);
    } else {
      this._item = null;
    }

    /**
     * Whether the loader will try and load content using XHR (true) or HTML tags (false).
     * @property _preferXHR
     * @type {Boolean}
     * @private
     */
    this._preferXHR = preferXHR;

    /**
     * The loaded result after it is formatted by an optional {{#crossLink "resultFormatter"}}{{/crossLink}}. For
     * items that are not formatted, this will be the same as the {{#crossLink "_rawResult:property"}}{{/crossLink}}.
     * The result is accessed using the {{#crossLink "getResult"}}{{/crossLink}} method.
     * @property _result
     * @type {Object|String}
     * @private
     */
    this._result = null;

    /**
     * The loaded result before it is formatted. The rawResult is accessed using the {{#crossLink "getResult"}}{{/crossLink}}
     * method, and passing `true`.
     * @property _rawResult
     * @type {Object|String}
     * @private
     */
    this._rawResult = null;

    /**
     * A list of items that loaders load behind the scenes. This does not include the main item the loader is
     * responsible for loading. Examples of loaders that have sub-items include the {{#crossLink "SpriteSheetLoader"}}{{/crossLink}} and
     * {{#crossLink "ManifestLoader"}}{{/crossLink}}.
     * @property _loadItems
     * @type {null}
     * @protected
     */
    this._loadedItems = null;

    /**
     * The attribute the items loaded using tags use for the source.
     * @type {string}
     * @default null
     * @private
     */
    this._tagSrcAttribute = null;

    /**
     * An HTML tag (or similar) that a loader may use to load HTML content, such as images, scripts, etc.
     * @property _tag
     * @type {Object}
     * @private
     */
    this._tag = null;
  };

  var p = createjs.extend(AbstractLoader, createjs.EventDispatcher);
  var s = AbstractLoader;

  // Remove these @deprecated properties after 1.0
  try {
    Object.defineProperties(s, {
      POST: { get: createjs.deprecate(function() { return createjs.Methods.POST; }, "AbstractLoader.POST") },
      GET: { get: createjs.deprecate(function() { return createjs.Methods.GET; }, "AbstractLoader.GET") },

      BINARY: { get: createjs.deprecate(function() { return createjs.Types.BINARY; }, "AbstractLoader.BINARY") },
      CSS: { get: createjs.deprecate(function() { return createjs.Types.CSS; }, "AbstractLoader.CSS") },
      FONT: { get: createjs.deprecate(function() { return createjs.Types.FONT; }, "AbstractLoader.FONT") },
      FONTCSS: { get: createjs.deprecate(function() { return createjs.Types.FONTCSS; }, "AbstractLoader.FONTCSS") },
      IMAGE: { get: createjs.deprecate(function() { return createjs.Types.IMAGE; }, "AbstractLoader.IMAGE") },
      JAVASCRIPT: { get: createjs.deprecate(function() { return createjs.Types.JAVASCRIPT; }, "AbstractLoader.JAVASCRIPT") },
      JSON: { get: createjs.deprecate(function() { return createjs.Types.JSON; }, "AbstractLoader.JSON") },
      JSONP: { get: createjs.deprecate(function() { return createjs.Types.JSONP; }, "AbstractLoader.JSONP") },
      MANIFEST: { get: createjs.deprecate(function() { return createjs.Types.MANIFEST; }, "AbstractLoader.MANIFEST") },
      SOUND: { get: createjs.deprecate(function() { return createjs.Types.SOUND; }, "AbstractLoader.SOUND") },
      VIDEO: { get: createjs.deprecate(function() { return createjs.Types.VIDEO; }, "AbstractLoader.VIDEO") },
      SPRITESHEET: { get: createjs.deprecate(function() { return createjs.Types.SPRITESHEET; }, "AbstractLoader.SPRITESHEET") },
      SVG: { get: createjs.deprecate(function() { return createjs.Types.SVG; }, "AbstractLoader.SVG") },
      TEXT: { get: createjs.deprecate(function() { return createjs.Types.TEXT; }, "AbstractLoader.TEXT") },
      XML: { get: createjs.deprecate(function() { return createjs.Types.XML; }, "AbstractLoader.XML") }
    });
  } catch (e) {}

// Events
  /**
   * The {{#crossLink "ProgressEvent"}}{{/crossLink}} that is fired when the overall progress changes. Prior to
   * version 0.6.0, this was just a regular {{#crossLink "Event"}}{{/crossLink}}.
   * @event progress
   * @since 0.3.0
   */

  /**
   * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a load starts.
   * @event loadstart
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @since 0.3.1
   */

  /**
   * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the entire queue has been loaded.
   * @event complete
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type.
   * @since 0.3.0
   */

  /**
   * The {{#crossLink "ErrorEvent"}}{{/crossLink}} that is fired when the loader encounters an error. If the error was
   * encountered by a file, the event will contain the item that caused the error. Prior to version 0.6.0, this was
   * just a regular {{#crossLink "Event"}}{{/crossLink}}.
   * @event error
   * @since 0.3.0
   */

  /**
   * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the loader encounters an internal file load error.
   * This enables loaders to maintain internal queues, and surface file load errors.
   * @event fileerror
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type ("fileerror")
   * @param {LoadItem|object} The item that encountered the error
   * @since 0.6.0
   */

  /**
   * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a loader internally loads a file. This enables
   * loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}} to maintain internal {{#crossLink "LoadQueue"}}{{/crossLink}}s
   * and notify when they have loaded a file. The {{#crossLink "LoadQueue"}}{{/crossLink}} class dispatches a
   * slightly different {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event.
   * @event fileload
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type ("fileload")
   * @param {Object} item The file item which was specified in the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}}
   * or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} call. If only a string path or tag was specified, the
   * object will contain that value as a `src` property.
   * @param {Object} result The HTML tag or parsed result of the loaded item.
   * @param {Object} rawResult The unprocessed result, usually the raw text or binary data before it is converted
   * to a usable object.
   * @since 0.6.0
   */

  /**
   * The {{#crossLink "Event"}}{{/crossLink}} that is fired after the internal request is created, but before a load.
   * This allows updates to the loader for specific loading needs, such as binary or XHR image loading.
   * @event initialize
   * @param {Object} target The object that dispatched the event.
   * @param {String} type The event type ("initialize")
   * @param {AbstractLoader} loader The loader that has been initialized.
   */


  /**
   * Get a reference to the manifest item that is loaded by this loader. In some cases this will be the value that was
   * passed into {{#crossLink "LoadQueue"}}{{/crossLink}} using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or
   * {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. However if only a String path was passed in, then it will
   * be a {{#crossLink "LoadItem"}}{{/crossLink}}.
   * @method getItem
   * @return {Object} The manifest item that this loader is responsible for loading.
   * @since 0.6.0
   */
  p.getItem = function () {
    return this._item;
  };

  /**
   * Get a reference to the content that was loaded by the loader (only available after the {{#crossLink "complete:event"}}{{/crossLink}}
   * event is dispatched.
   * @method getResult
   * @param {Boolean} [raw=false] Determines if the returned result will be the formatted content, or the raw loaded
   * data (if it exists).
   * @return {Object}
   * @since 0.6.0
   */
  p.getResult = function (raw) {
    return raw ? this._rawResult : this._result;
  };

  /**
   * Return the `tag` this object creates or uses for loading.
   * @method getTag
   * @return {Object} The tag instance
   * @since 0.6.0
   */
  p.getTag = function () {
    return this._tag;
  };

  /**
   * Set the `tag` this item uses for loading.
   * @method setTag
   * @param {Object} tag The tag instance
   * @since 0.6.0
   */
  p.setTag = function(tag) {
    this._tag = tag;
  };

  /**
   * Begin loading the item. This method is required when using a loader by itself.
   *
   * <h4>Example</h4>
   *
   *      var queue = new createjs.LoadQueue();
   *      queue.on("complete", handleComplete);
   *      queue.loadManifest(fileArray, false); // Note the 2nd argument that tells the queue not to start loading yet
   *      queue.load();
   *
   * @method load
   */
  p.load = function () {
    this._createRequest();

    this._request.on("complete", this, this);
    this._request.on("progress", this, this);
    this._request.on("loadStart", this, this);
    this._request.on("abort", this, this);
    this._request.on("timeout", this, this);
    this._request.on("error", this, this);

    var evt = new createjs.Event("initialize");
    evt.loader = this._request;
    this.dispatchEvent(evt);

    this._request.load();
  };

  /**
   * Close the the item. This will stop any open requests (although downloads using HTML tags may still continue in
   * the background), but events will not longer be dispatched.
   * @method cancel
   */
  p.cancel = function () {
    this.canceled = true;
    this.destroy();
  };

  /**
   * Clean up the loader.
   * @method destroy
   */
  p.destroy = function() {
    if (this._request) {
      this._request.removeAllEventListeners();
      this._request.destroy();
    }

    this._request = null;

    this._item = null;
    this._rawResult = null;
    this._result = null;

    this._loadItems = null;

    this.removeAllEventListeners();
  };

  /**
   * Get any items loaded internally by the loader. The enables loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}}
   * to expose items it loads internally.
   * @method getLoadedItems
   * @return {Array} A list of the items loaded by the loader.
   * @since 0.6.0
   */
  p.getLoadedItems = function () {
    return this._loadedItems;
  };


  // Private methods
  /**
   * Create an internal request used for loading. By default, an {{#crossLink "XHRRequest"}}{{/crossLink}} or
   * {{#crossLink "TagRequest"}}{{/crossLink}} is created, depending on the value of {{#crossLink "preferXHR:property"}}{{/crossLink}}.
   * Other loaders may override this to use different request types, such as {{#crossLink "ManifestLoader"}}{{/crossLink}},
   * which uses {{#crossLink "JSONLoader"}}{{/crossLink}} or {{#crossLink "JSONPLoader"}}{{/crossLink}} under the hood.
   * @method _createRequest
   * @protected
   */
  p._createRequest = function() {
    if (!this._preferXHR) {
      this._request = new createjs.TagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute);
    } else {
      this._request = new createjs.XHRRequest(this._item);
    }
  };

  /**
   * Create the HTML tag used for loading. This method does nothing by default, and needs to be implemented
   * by loaders that require tag loading.
   * @method _createTag
   * @param {String} src The tag source
   * @return {HTMLElement} The tag that was created
   * @protected
   */
  p._createTag = function(src) { return null; };

  /**
   * Dispatch a loadstart {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/loadstart:event"}}{{/crossLink}}
   * event for details on the event payload.
   * @method _sendLoadStart
   * @protected
   */
  p._sendLoadStart = function () {
    if (this._isCanceled()) { return; }
    this.dispatchEvent("loadstart");
  };

  /**
   * Dispatch a {{#crossLink "ProgressEvent"}}{{/crossLink}}.
   * @method _sendProgress
   * @param {Number | Object} value The progress of the loaded item, or an object containing <code>loaded</code>
   * and <code>total</code> properties.
   * @protected
   */
  p._sendProgress = function (value) {
    if (this._isCanceled()) { return; }
    var event = null;
    if (typeof(value) == "number") {
      this.progress = value;
      event = new createjs.ProgressEvent(this.progress);
    } else {
      event = value;
      this.progress = value.loaded / value.total;
      event.progress = this.progress;
      if (isNaN(this.progress) || this.progress == Infinity) { this.progress = 0; }
    }
    this.hasEventListener("progress") && this.dispatchEvent(event);
  };

  /**
   * Dispatch a complete {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} event
   * @method _sendComplete
   * @protected
   */
  p._sendComplete = function () {
    if (this._isCanceled()) { return; }

    this.loaded = true;

    var event = new createjs.Event("complete");
    event.rawResult = this._rawResult;

    if (this._result != null) {
      event.result = this._result;
    }

    this.dispatchEvent(event);
  };

  /**
   * Dispatch an error {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}}
   * event for details on the event payload.
   * @method _sendError
   * @param {ErrorEvent} event The event object containing specific error properties.
   * @protected
   */
  p._sendError = function (event) {
    if (this._isCanceled() || !this.hasEventListener("error")) { return; }
    if (event == null) {
      event = new createjs.ErrorEvent("PRELOAD_ERROR_EMPTY"); // TODO: Populate error
    }
    this.dispatchEvent(event);
  };

  /**
   * Determine if the load has been canceled. This is important to ensure that method calls or asynchronous events
   * do not cause issues after the queue has been cleaned up.
   * @method _isCanceled
   * @return {Boolean} If the loader has been canceled.
   * @protected
   */
  p._isCanceled = function () {
    if (window.createjs == null || this.canceled) {
      return true;
    }
    return false;
  };

  /**
   * A custom result formatter function, which is called just before a request dispatches its complete event. Most
   * loader types already have an internal formatter, but this can be user-overridden for custom formatting. The
   * formatted result will be available on Loaders using {{#crossLink "getResult"}}{{/crossLink}}, and passing `true`.
   * @property resultFormatter
   * @type Function
   * @return {Object} The formatted result
   * @since 0.6.0
   */
  p.resultFormatter = null;

  /**
   * Handle events from internal requests. By default, loaders will handle, and redispatch the necessary events, but
   * this method can be overridden for custom behaviours.
   * @method handleEvent
   * @param {Event} event The event that the internal request dispatches.
   * @protected
   * @since 0.6.0
   */
  p.handleEvent = function (event) {
    switch (event.type) {
      case "complete":
        this._rawResult = event.target._response;
        var result = this.resultFormatter && this.resultFormatter(this);
        // The resultFormatter is asynchronous
        if (result instanceof Function) {
          result.call(this,
            createjs.proxy(this._resultFormatSuccess, this),
            createjs.proxy(this._resultFormatFailed, this)
          );
          // The result formatter is synchronous
        } else {
          this._result =  result || this._rawResult;
          this._sendComplete();
        }
        break;
      case "progress":
        this._sendProgress(event);
        break;
      case "error":
        this._sendError(event);
        break;
      case "loadstart":
        this._sendLoadStart();
        break;
      case "abort":
      case "timeout":
        if (!this._isCanceled()) {
          this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_" + event.type.toUpperCase() + "_ERROR"));
        }
        break;
    }
  };

  /**
   * The "success" callback passed to {{#crossLink "AbstractLoader/resultFormatter"}}{{/crossLink}} asynchronous
   * functions.
   * @method _resultFormatSuccess
   * @param {Object} result The formatted result
   * @private
   */
  p._resultFormatSuccess = function (result) {
    this._result = result;
    this._sendComplete();
  };

  /**
   * The "error" callback passed to {{#crossLink "AbstractLoader/resultFormatter"}}{{/crossLink}} asynchronous
   * functions.
   * @method _resultFormatSuccess
   * @param {Object} error The error event
   * @private
   */
  p._resultFormatFailed = function (event) {
    this._sendError(event);
  };

  /**
   * @method toString
   * @return {String} a string representation of the instance.
   */
  p.toString = function () {
    return "[PreloadJS AbstractLoader]";
  };

  createjs.AbstractLoader = createjs.promote(AbstractLoader, "EventDispatcher");

}());

//##############################################################################
// AbstractMediaLoader.js
//##############################################################################

(function () {
  "use strict";

  // constructor
  /**
   * The AbstractMediaLoader is a base class that handles some of the shared methods and properties of loaders that
   * handle HTML media elements, such as Video and Audio.
   * @class AbstractMediaLoader
   * @param {LoadItem|Object} loadItem
   * @param {Boolean} preferXHR
   * @param {String} type The type of media to load. Usually "video" or "audio".
   * @extends AbstractLoader
   * @constructor
   */
  function AbstractMediaLoader(loadItem, preferXHR, type) {
    this.AbstractLoader_constructor(loadItem, preferXHR, type);

    // public properties
    this.resultFormatter = this._formatResult;

    // protected properties
    this._tagSrcAttribute = "src";

    this.on("initialize", this._updateXHR, this);
  };

  var p = createjs.extend(AbstractMediaLoader, createjs.AbstractLoader);

  // static properties
  // public methods
  p.load = function () {
    // TagRequest will handle most of this, but Sound / Video need a few custom properties, so just handle them here.
    if (!this._tag) {
      this._tag = this._createTag(this._item.src);
    }

    this._tag.preload = "auto";
    this._tag.load();

    this.AbstractLoader_load();
  };

  // protected methods
  /**
   * Creates a new tag for loading if it doesn't exist yet.
   * @method _createTag
   * @private
   */
  p._createTag = function () {};


  p._createRequest = function() {
    if (!this._preferXHR) {
      this._request = new createjs.MediaTagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute);
    } else {
      this._request = new createjs.XHRRequest(this._item);
    }
  };

  // protected methods
  /**
   * Before the item loads, set its mimeType and responseType.
   * @property _updateXHR
   * @param {Event} event
   * @private
   */
  p._updateXHR = function (event) {
    // Only exists for XHR
    if (event.loader.setResponseType) {
      event.loader.setResponseType("blob");
    }
  };

  /**
   * The result formatter for media files.
   * @method _formatResult
   * @param {AbstractLoader} loader
   * @returns {HTMLVideoElement|HTMLAudioElement}
   * @private
   */
  p._formatResult = function (loader) {
    this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler);
    this._tag.onstalled = null;
    if (this._preferXHR) {
      var URL = window.URL || window.webkitURL;
      var result = loader.getResult(true);

      loader.getTag().src = URL.createObjectURL(result);
    }
    return loader.getTag();
  };

  createjs.AbstractMediaLoader = createjs.promote(AbstractMediaLoader, "AbstractLoader");

}());

//##############################################################################
// AbstractRequest.js
//##############################################################################

(function () {
  "use strict";

  /**
   * A base class for actual data requests, such as {{#crossLink "XHRRequest"}}{{/crossLink}}, {{#crossLink "TagRequest"}}{{/crossLink}},
   * and {{#crossLink "MediaRequest"}}{{/crossLink}}. PreloadJS loaders will typically use a data loader under the
   * hood to get data.
   * @class AbstractRequest
   * @param {LoadItem} item
   * @constructor
   */
  var AbstractRequest = function (item) {
    this._item = item;
  };

  var p = createjs.extend(AbstractRequest, createjs.EventDispatcher);

  // public methods
  /**
   * Begin a load.
   * @method load
   */
  p.load =  function() {};

  /**
   * Clean up a request.
   * @method destroy
   */
  p.destroy = function() {};

  /**
   * Cancel an in-progress request.
   * @method cancel
   */
  p.cancel = function() {};

  createjs.AbstractRequest = createjs.promote(AbstractRequest, "EventDispatcher");

}());

//##############################################################################
// TagRequest.js
//##############################################################################

(function () {
  "use strict";

  // constructor
  /**
   * An {{#crossLink "AbstractRequest"}}{{/crossLink}} that loads HTML tags, such as images and scripts.
   * @class TagRequest
   * @param {LoadItem} loadItem
   * @param {HTMLElement} tag
   * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc.
   */
  function TagRequest(loadItem, tag, srcAttribute) {
    this.AbstractRequest_constructor(loadItem);

    // protected properties
    /**
     * The HTML tag instance that is used to load.
     * @property _tag
     * @type {HTMLElement}
     * @protected
     */
    this._tag = tag;

    /**
     * The tag attribute that specifies the source, such as "src", "href", etc.
     * @property _tagSrcAttribute
     * @type {String}
     * @protected
     */
    this._tagSrcAttribute = srcAttribute;

    /**
     * A method closure used for handling the tag load event.
     * @property _loadedHandler
     * @type {Function}
     * @private
     */
    this._loadedHandler = createjs.proxy(this._handleTagComplete, this);

    /**
     * Determines if the element was added to the DOM automatically by PreloadJS, so it can be cleaned up after.
     * @property _addedToDOM
     * @type {Boolean}
     * @private
     */
    this._addedToDOM = false;

  };

  var p = createjs.extend(TagRequest, createjs.AbstractRequest);

  // public methods
  p.load = function () {
    this._tag.onload = createjs.proxy(this._handleTagComplete, this);
    this._tag.onreadystatechange = createjs.proxy(this._handleReadyStateChange, this);
    this._tag.onerror = createjs.proxy(this._handleError, this);

    var evt = new createjs.Event("initialize");
    evt.loader = this._tag;

    this.dispatchEvent(evt);

    this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this._item.loadTimeout);

    this._tag[this._tagSrcAttribute] = this._item.src;

    // wdg:: Append the tag AFTER setting the src, or SVG loading on iOS will fail.
    if (this._tag.parentNode == null) {
      createjs.DomUtils.appendToBody(this._tag);
      this._addedToDOM = true;
    }
  };

  p.destroy = function() {
    this._clean();
    this._tag = null;

    this.AbstractRequest_destroy();
  };

  // private methods
  /**
   * Handle the readyStateChange event from a tag. We need this in place of the `onload` callback (mainly SCRIPT
   * and LINK tags), but other cases may exist.
   * @method _handleReadyStateChange
   * @private
   */
  p._handleReadyStateChange = function () {
    clearTimeout(this._loadTimeout);
    // This is strictly for tags in browsers that do not support onload.
    var tag = this._tag;

    // Complete is for old IE support.
    if (tag.readyState == "loaded" || tag.readyState == "complete") {
      this._handleTagComplete();
    }
  };

  /**
   * Handle any error events from the tag.
   * @method _handleError
   * @protected
   */
  p._handleError = function() {
    this._clean();
    this.dispatchEvent("error");
  };

  /**
   * Handle the tag's onload callback.
   * @method _handleTagComplete
   * @private
   */
  p._handleTagComplete = function () {
    this._rawResult = this._tag;
    this._result = this.resultFormatter && this.resultFormatter(this) || this._rawResult;

    this._clean();

    this.dispatchEvent("complete");
  };

  /**
   * The tag request has not loaded within the time specified in loadTimeout.
   * @method _handleError
   * @param {Object} event The XHR error event.
   * @private
   */
  p._handleTimeout = function () {
    this._clean();
    this.dispatchEvent(new createjs.Event("timeout"));
  };

  /**
   * Remove event listeners, but don't destroy the request object
   * @method _clean
   * @private
   */
  p._clean = function() {
    this._tag.onload = null;
    this._tag.onreadystatechange = null;
    this._tag.onerror = null;
    if (this._addedToDOM && this._tag.parentNode != null) {
      this._tag.parentNode.removeChild(this._tag);
    }
    clearTimeout(this._loadTimeout);
  };

  /**
   * Handle a stalled audio event. The main place this happens is with HTMLAudio in Chrome when playing back audio
   * that is already in a load, but not complete.
   * @method _handleStalled
   * @private
   */
  p._handleStalled = function () {
    //Ignore, let the timeout take care of it. Sometimes its not really stopped.
  };

  createjs.TagRequest = createjs.promote(TagRequest, "AbstractRequest");

}());

//##############################################################################
// MediaTagRequest.js
//##############################################################################

(function () {
  "use strict";

  // constructor
  /**
   * An {{#crossLink "TagRequest"}}{{/crossLink}} that loads HTML tags for video and audio.
   * @class MediaTagRequest
   * @param {LoadItem} loadItem
   * @param {HTMLAudioElement|HTMLVideoElement} tag
   * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc.
   * @constructor
   */
  function MediaTagRequest(loadItem, tag, srcAttribute) {
    this.AbstractRequest_constructor(loadItem);

    // protected properties
    this._tag = tag;
    this._tagSrcAttribute = srcAttribute;
    this._loadedHandler = createjs.proxy(this._handleTagComplete, this);
  };

  var p = createjs.extend(MediaTagRequest, createjs.TagRequest);
  var s = MediaTagRequest;

  // public methods
  p.load = function () {
    var sc = createjs.proxy(this._handleStalled, this);
    this._stalledCallback = sc;

    var pc = createjs.proxy(this._handleProgress, this);
    this._handleProgress = pc;

    this._tag.addEventListener("stalled", sc);
    this._tag.addEventListener("progress", pc);

    // This will tell us when audio is buffered enough to play through, but not when its loaded.
    // The tag doesn't keep loading in Chrome once enough has buffered, and we have decided that behaviour is sufficient.
    this._tag.addEventListener && this._tag.addEventListener("canplaythrough", this._loadedHandler, false); // canplaythrough callback doesn't work in Chrome, so we use an event.

    this.TagRequest_load();
  };

  // private methods
  p._handleReadyStateChange = function () {
    clearTimeout(this._loadTimeout);
    // This is strictly for tags in browsers that do not support onload.
    var tag = this._tag;

    // Complete is for old IE support.
    if (tag.readyState == "loaded" || tag.readyState == "complete") {
      this._handleTagComplete();
    }
  };

  p._handleStalled = function () {
    //Ignore, let the timeout take care of it. Sometimes its not really stopped.
  };

  /**
   * An XHR request has reported progress.
   * @method _handleProgress
   * @param {Object} event The XHR progress event.
   * @private
   */
  p._handleProgress = function (event) {
    if (!event || event.loaded > 0 && event.total == 0) {
      return; // Sometimes we get no "total", so just ignore the progress event.
    }

    var newEvent = new createjs.ProgressEvent(event.loaded, event.total);
    this.dispatchEvent(newEvent);
  };

  // protected methods
  p._clean = function () {
    this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler);
    this._tag.removeEventListener("stalled", this._stalledCallback);
    this._tag.removeEventListener("progress", this._progressCallback);

    this.TagRequest__clean();
  };

  createjs.MediaTagRequest = createjs.promote(MediaTagRequest, "TagRequest");

}());

//##############################################################################
// XHRRequest.js
//##############################################################################

(function () {
  "use strict";

// constructor
  /**
   * A preloader that loads items using XHR requests, usually XMLHttpRequest. However XDomainRequests will be used
   * for cross-domain requests if possible, and older versions of IE fall back on to ActiveX objects when necessary.
   * XHR requests load the content as text or binary data, provide progress and consistent completion events, and
   * can be canceled during load. Note that XHR is not supported in IE 6 or earlier, and is not recommended for
   * cross-domain loading.
   * @class XHRRequest
   * @constructor
   * @param {Object} item The object that defines the file to load. Please see the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}}
   * for an overview of supported file properties.
   * @extends AbstractLoader
   */
  function XHRRequest (item) {
    this.AbstractRequest_constructor(item);

    // protected properties
    /**
     * A reference to the XHR request used to load the content.
     * @property _request
     * @type {XMLHttpRequest | XDomainRequest | ActiveX.XMLHTTP}
     * @private
     */
    this._request = null;

    /**
     * A manual load timeout that is used for browsers that do not support the onTimeout event on XHR (XHR level 1,
     * typically IE9).
     * @property _loadTimeout
     * @type {Number}
     * @private
     */
    this._loadTimeout = null;

    /**
     * The browser's XHR (XMLHTTPRequest) version. Supported versions are 1 and 2. There is no official way to detect
     * the version, so we use capabilities to make a best guess.
     * @property _xhrLevel
     * @type {Number}
     * @default 1
     * @private
     */
    this._xhrLevel = 1;

    /**
     * The response of a loaded file. This is set because it is expensive to look up constantly. This property will be
     * null until the file is loaded.
     * @property _response
     * @type {mixed}
     * @private
     */
    this._response = null;

    /**
     * The response of the loaded file before it is modified. In most cases, content is converted from raw text to
     * an HTML tag or a formatted object which is set to the <code>result</code> property, but the developer may still
     * want to access the raw content as it was loaded.
     * @property _rawResponse
     * @type {String|Object}
     * @private
     */
    this._rawResponse = null;

    this._canceled = false;

    // Setup our event handlers now.
    this._handleLoadStartProxy = createjs.proxy(this._handleLoadStart, this);
    this._handleProgressProxy = createjs.proxy(this._handleProgress, this);
    this._handleAbortProxy = createjs.proxy(this._handleAbort, this);
    this._handleErrorProxy = createjs.proxy(this._handleError, this);
    this._handleTimeoutProxy = createjs.proxy(this._handleTimeout, this);
    this._handleLoadProxy = createjs.proxy(this._handleLoad, this);
    this._handleReadyStateChangeProxy = createjs.proxy(this._handleReadyStateChange, this);

    if (!this._createXHR(item)) {
      //TODO: Throw error?
    }
  };

  var p = createjs.extend(XHRRequest, createjs.AbstractRequest);

// static properties
  /**
   * A list of XMLHTTP object IDs to try when building an ActiveX object for XHR requests in earlier versions of IE.
   * @property ACTIVEX_VERSIONS
   * @type {Array}
   * @since 0.4.2
   * @private
   */
  XHRRequest.ACTIVEX_VERSIONS = [
    "Msxml2.XMLHTTP.6.0",
    "Msxml2.XMLHTTP.5.0",
    "Msxml2.XMLHTTP.4.0",
    "MSXML2.XMLHTTP.3.0",
    "MSXML2.XMLHTTP",
    "Microsoft.XMLHTTP"
  ];

// Public methods
  /**
   * Look up the loaded result.
   * @method getResult
   * @param {Boolean} [raw=false] Return a raw result instead of a formatted result. This applies to content
   * loaded via XHR such as scripts, XML, CSS, and Images. If there is no raw result, the formatted result will be
   * returned instead.
   * @return {Object} A result object containing the content that was loaded, such as:
   * <ul>
   *      <li>An image tag (&lt;image /&gt;) for images</li>
   *      <li>A script tag for JavaScript (&lt;script /&gt;). Note that scripts loaded with tags may be added to the
   *      HTML head.</li>
   *      <li>A style tag for CSS (&lt;style /&gt;)</li>
   *      <li>Raw text for TEXT</li>
   *      <li>A formatted JavaScript object defined by JSON</li>
   *      <li>An XML document</li>
   *      <li>An binary arraybuffer loaded by XHR</li>
   * </ul>
   * Note that if a raw result is requested, but not found, the result will be returned instead.
   */
  p.getResult = function (raw) {
    if (raw && this._rawResponse) {
      return this._rawResponse;
    }
    return this._response;
  };

  // Overrides abstract method in AbstractRequest
  p.cancel = function () {
    this.canceled = true;
    this._clean();
    this._request.abort();
  };

  // Overrides abstract method in AbstractLoader
  p.load = function () {
    if (this._request == null) {
      this._handleError();
      return;
    }

    //Events
    if (this._request.addEventListener != null) {
      this._request.addEventListener("loadstart", this._handleLoadStartProxy, false);
      this._request.addEventListener("progress", this._handleProgressProxy, false);
      this._request.addEventListener("abort", this._handleAbortProxy, false);
      this._request.addEventListener("error", this._handleErrorProxy, false);
      this._request.addEventListener("timeout", this._handleTimeoutProxy, false);

      // Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these.
      this._request.addEventListener("load", this._handleLoadProxy, false);
      this._request.addEventListener("readystatechange", this._handleReadyStateChangeProxy, false);
    } else {
      // IE9 support
      this._request.onloadstart = this._handleLoadStartProxy;
      this._request.onprogress = this._handleProgressProxy;
      this._request.onabort = this._handleAbortProxy;
      this._request.onerror = this._handleErrorProxy;
      this._request.ontimeout = this._handleTimeoutProxy;

      // Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these.
      this._request.onload = this._handleLoadProxy;
      this._request.onreadystatechange = this._handleReadyStateChangeProxy;
    }

    // Set up a timeout if we don't have XHR2
    if (this._xhrLevel == 1) {
      this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this._item.loadTimeout);
    }

    // Sometimes we get back 404s immediately, particularly when there is a cross origin request.  // note this does not catch in Chrome
    try {
      if (!this._item.values) {
        this._request.send();
      } else {
        this._request.send(createjs.URLUtils.formatQueryString(this._item.values));
      }
    } catch (error) {
      this.dispatchEvent(new createjs.ErrorEvent("XHR_SEND", null, error));
    }
  };

  p.setResponseType = function (type) {
    // Some old browsers doesn't support blob, so we convert arraybuffer to blob after response is downloaded
    if (type === 'blob') {
      type = window.URL ? 'blob' : 'arraybuffer';
      this._responseType = type;
    }
    this._request.responseType = type;
  };

  /**
   * Get all the response headers from the XmlHttpRequest.
   *
   * <strong>From the docs:</strong> Return all the HTTP headers, excluding headers that are a case-insensitive match
   * for Set-Cookie or Set-Cookie2, as a single string, with each header line separated by a U+000D CR U+000A LF pair,
   * excluding the status line, and with each header name and header value separated by a U+003A COLON U+0020 SPACE
   * pair.
   * @method getAllResponseHeaders
   * @return {String}
   * @since 0.4.1
   */
  p.getAllResponseHeaders = function () {
    if (this._request.getAllResponseHeaders instanceof Function) {
      return this._request.getAllResponseHeaders();
    } else {
      return null;
    }
  };

  /**
   * Get a specific response header from the XmlHttpRequest.
   *
   * <strong>From the docs:</strong> Returns the header field value from the response of which the field name matches
   * header, unless the field name is Set-Cookie or Set-Cookie2.
   * @method getResponseHeader
   * @param {String} header The header name to retrieve.
   * @return {String}
   * @since 0.4.1
   */
  p.getResponseHeader = function (header) {
    if (this._request.getResponseHeader instanceof Function) {
      return this._request.getResponseHeader(header);
    } else {
      return null;
    }
  };

// protected methods
  /**
   * The XHR request has reported progress.
   * @method _handleProgress
   * @param {Object} event The XHR progress event.
   * @private
   */
  p._handleProgress = function (event) {
    if (!event || event.loaded > 0 && event.total == 0) {
      return; // Sometimes we get no "total", so just ignore the progress event.
    }

    var newEvent = new createjs.ProgressEvent(event.loaded, event.total);
    this.dispatchEvent(newEvent);
  };

  /**
   * The XHR request has reported a load start.
   * @method _handleLoadStart
   * @param {Object} event The XHR loadStart event.
   * @private
   */
  p._handleLoadStart = function (event) {
    clearTimeout(this._loadTimeout);
    this.dispatchEvent("loadstart");
  };

  /**
   * The XHR request has reported an abort event.
   * @method handleAbort
   * @param {Object} event The XHR abort event.
   * @private
   */
  p._handleAbort = function (event) {
    this._clean();
    this.dispatchEvent(new createjs.ErrorEvent("XHR_ABORTED", null, event));
  };

  /**
   * The XHR request has reported an error event.
   * @method _handleError
   * @param {Object} event The XHR error event.
   * @private
   */
  p._handleError = function (event) {
    this._clean();
    this.dispatchEvent(new createjs.ErrorEvent(event.message));
  };

  /**
   * The XHR request has reported a readyState change. Note that older browsers (IE 7 & 8) do not provide an onload
   * event, so we must monitor the readyStateChange to determine if the file is loaded.
   * @method _handleReadyStateChange
   * @param {Object} event The XHR readyStateChange event.
   * @private
   */
  p._handleReadyStateChange = function (event) {
    if (this._request.readyState == 4) {
      this._handleLoad();
    }
  };

  /**
   * The XHR request has completed. This is called by the XHR request directly, or by a readyStateChange that has
   * <code>request.readyState == 4</code>. Only the first call to this method will be processed.
   *
   * Note that This method uses {{#crossLink "_checkError"}}{{/crossLink}} to determine if the server has returned an
   * error code.
   * @method _handleLoad
   * @param {Object} event The XHR load event.
   * @private
   */
  p._handleLoad = function (event) {
    if (this.loaded) {
      return;
    }
    this.loaded = true;

    var error = this._checkError();
    if (error) {
      this._handleError(error);
      return;
    }

    this._response = this._getResponse();
    // Convert arraybuffer back to blob
    if (this._responseType === 'arraybuffer') {
      try {
        this._response = new Blob([this._response]);
      } catch (e) {
        // Fallback to use BlobBuilder if Blob constructor is not supported
        // Tested on Android 2.3 ~ 4.2 and iOS5 safari
        window.BlobBuilder = window.BlobBuilder || window.WebKitBlobBuilder || window.MozBlobBuilder || window.MSBlobBuilder;
        if (e.name === 'TypeError' && window.BlobBuilder) {
          var builder = new BlobBuilder();
          builder.append(this._response);
          this._response = builder.getBlob();
        }
      }
    }
    this._clean();

    this.dispatchEvent(new createjs.Event("complete"));
  };

  /**
   * The XHR request has timed out. This is called by the XHR request directly, or via a <code>setTimeout</code>
   * callback.
   * @method _handleTimeout
   * @param {Object} [event] The XHR timeout event. This is occasionally null when called by the backup setTimeout.
   * @private
   */
  p._handleTimeout = function (event) {
    this._clean();
    this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_TIMEOUT", null, event));
  };

// Protected
  /**
   * Determine if there is an error in the current load.
   * Currently this checks the status of the request for problem codes, and not actual response content:
   * <ul>
   *     <li>Status codes between 400 and 599 (HTTP error range)</li>
   *     <li>A status of 0, but *only when the application is running on a server*. If the application is running
   *     on `file:`, then it may incorrectly treat an error on local (or embedded applications) as a successful
   *     load.</li>
   * </ul>
   * @method _checkError
   * @return {Error} An error with the status code in the `message` argument.
   * @private
   */
  p._checkError = function () {
    var status = parseInt(this._request.status);
    if (status >= 400 && status <= 599) {
      return new Error(status);
    } else if (status == 0) {
      if ((/^https?:/).test(location.protocol)) { return new Error(0); }
      return null; // Likely an embedded app.
    } else {
      return null;
    }
  };


  /**
   * Validate the response. Different browsers have different approaches, some of which throw errors when accessed
   * in other browsers. If there is no response, the <code>_response</code> property will remain null.
   * @method _getResponse
   * @private
   */
  p._getResponse = function () {
    if (this._response != null) {
      return this._response;
    }

    if (this._request.response != null) {
      return this._request.response;
    }

    // Android 2.2 uses .responseText
    try {
      if (this._request.responseText != null) {
        return this._request.responseText;
      }
    } catch (e) {
    }

    // When loading XML, IE9 does not return .response, instead it returns responseXML.xml
    try {
      if (this._request.responseXML != null) {
        return this._request.responseXML;
      }
    } catch (e) {
    }

    return null;
  };

  /**
   * Create an XHR request. Depending on a number of factors, we get totally different results.
   * <ol><li>Some browsers get an <code>XDomainRequest</code> when loading cross-domain.</li>
   *      <li>XMLHttpRequest are created when available.</li>
   *      <li>ActiveX.XMLHTTP objects are used in older IE browsers.</li>
   *      <li>Text requests override the mime type if possible</li>
   *      <li>Origin headers are sent for crossdomain requests in some browsers.</li>
   *      <li>Binary loads set the response type to "arraybuffer"</li></ol>
   * @method _createXHR
   * @param {Object} item The requested item that is being loaded.
   * @return {Boolean} If an XHR request or equivalent was successfully created.
   * @private
   */
  p._createXHR = function (item) {
    // Check for cross-domain loads. We can't fully support them, but we can try.
    var crossdomain = createjs.URLUtils.isCrossDomain(item);
    var headers = {};

    // Create the request. Fallback to whatever support we have.
    var req = null;
    if (window.XMLHttpRequest) {
      req = new XMLHttpRequest();
      // This is 8 or 9, so use XDomainRequest instead.
      if (crossdomain && req.withCredentials === undefined && window.XDomainRequest) {
        req = new XDomainRequest();
      }
    } else { // Old IE versions use a different approach
      for (var i = 0, l = s.ACTIVEX_VERSIONS.length; i < l; i++) {
        var axVersion = s.ACTIVEX_VERSIONS[i];
        try {
          req = new ActiveXObject(axVersion);
          break;
        } catch (e) {
        }
      }
      if (req == null) {
        return false;
      }
    }

    // Default to utf-8 for Text requests.
    if (item.mimeType == null && createjs.RequestUtils.isText(item.type)) {
      item.mimeType = "text/plain; charset=utf-8";
    }

    // IE9 doesn't support overrideMimeType(), so we need to check for it.
    if (item.mimeType && req.overrideMimeType) {
      req.overrideMimeType(item.mimeType);
    }

    // Determine the XHR level
    this._xhrLevel = (typeof req.responseType === "string") ? 2 : 1;

    var src = null;
    if (item.method == createjs.Methods.GET) {
      src = createjs.URLUtils.buildURI(item.src, item.values);
    } else {
      src = item.src;
    }

    // Open the request.  Set cross-domain flags if it is supported (XHR level 1 only)
    req.open(item.method || createjs.Methods.GET, src, true);

    if (crossdomain && req instanceof XMLHttpRequest && this._xhrLevel == 1) {
      headers["Origin"] = location.origin;
    }

    // To send data we need to set the Content-type header)
    if (item.values && item.method == createjs.Methods.POST) {
      headers["Content-Type"] = "application/x-www-form-urlencoded";
    }

    if (!crossdomain && !headers["X-Requested-With"]) {
      headers["X-Requested-With"] = "XMLHttpRequest";
    }

    if (item.headers) {
      for (var n in item.headers) {
        headers[n] = item.headers[n];
      }
    }

    for (n in headers) {
      req.setRequestHeader(n, headers[n])
    }

    if (req instanceof XMLHttpRequest && item.withCredentials !== undefined) {
      req.withCredentials = item.withCredentials;
    }

    this._request = req;

    return true;
  };

  /**
   * A request has completed (or failed or canceled), and needs to be disposed.
   * @method _clean
   * @private
   */
  p._clean = function () {
    clearTimeout(this._loadTimeout);

    if (this._request.removeEventListener != null) {
      this._request.removeEventListener("loadstart", this._handleLoadStartProxy);
      this._request.removeEventListener("progress", this._handleProgressProxy);
      this._request.removeEventListener("abort", this._handleAbortProxy);
      this._request.removeEventListener("error", this._handleErrorProxy);
      this._request.removeEventListener("timeout", this._handleTimeoutProxy);
      this._request.removeEventListener("load", this._handleLoadProxy);
      this._request.removeEventListener("readystatechange", this._handleReadyStateChangeProxy);
    } else {
      this._request.onloadstart = null;
      this._request.onprogress = null;
      this._request.onabort = null;
      this._request.onerror = null;
      this._request.ontimeout = null;
      this._request.onload = null;
      this._request.onreadystatechange = null;
    }
  };

  p.toString = function () {
    return "[PreloadJS XHRRequest]";
  };

  createjs.XHRRequest = createjs.promote(XHRRequest, "AbstractRequest");

}());

//##############################################################################
// LoadQueue.js
//##############################################################################

/*
 TODO: WINDOWS ISSUES
 * No error for HTML audio in IE 678
 * SVG no failure error in IE 67 (maybe 8) TAGS AND XHR
 * No script complete handler in IE 67 TAGS (XHR is fine)
 * No XML/JSON in IE6 TAGS
 * Need to hide loading SVG in Opera TAGS
 * No CSS onload/readystatechange in Safari or Android TAGS (requires rule checking)
 * SVG no load or failure in Opera XHR
 * Reported issues with IE7/8
 */

(function () {
  "use strict";

// constructor
  /**
   * The LoadQueue class is the main API for preloading content. LoadQueue is a load manager, which can preload either
   * a single file, or queue of files.
   *
   * <b>Creating a Queue</b><br />
   * To use LoadQueue, create a LoadQueue instance. If you want to force tag loading where possible, set the preferXHR
   * argument to false.
   *
   *      var queue = new createjs.LoadQueue(true);
   *
   * <b>Listening for Events</b><br />
   * Add any listeners you want to the queue. Since PreloadJS 0.3.0, the {{#crossLink "EventDispatcher"}}{{/crossLink}}
   * lets you add as many listeners as you want for events. You can subscribe to the following events:<ul>
   *     <li>{{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}}: fired when a queue completes loading all
   *     files</li>
   *     <li>{{#crossLink "AbstractLoader/error:event"}}{{/crossLink}}: fired when the queue encounters an error with
   *     any file.</li>
   *     <li>{{#crossLink "AbstractLoader/progress:event"}}{{/crossLink}}: Progress for the entire queue has
   *     changed.</li>
   *     <li>{{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}}: A single file has completed loading.</li>
   *     <li>{{#crossLink "LoadQueue/fileprogress:event"}}{{/crossLink}}: Progress for a single file has changes. Note
   *     that only files loaded with XHR (or possibly by plugins) will fire progress events other than 0 or 100%.</li>
   * </ul>
   *
   *      queue.on("fileload", handleFileLoad, this);
   *      queue.on("complete", handleComplete, this);
   *
   * <b>Adding files and manifests</b><br />
   * Add files you want to load using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or add multiple files at a
   * time using a list or a manifest definition using {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. Files are
   * appended to the end of the active queue, so you can use these methods as many times as you like, whenever you
   * like.
   *
   *      queue.loadFile("filePath/file.jpg");
   *      queue.loadFile({id:"image", src:"filePath/file.jpg"});
   *      queue.loadManifest(["filePath/file.jpg", {id:"image", src:"filePath/file.jpg"}]);
   *
   *      // Use an external manifest
   *      queue.loadManifest("path/to/manifest.json");
   *      queue.loadManifest({src:"manifest.json", type:"manifest"});
   *
   * If you pass `false` as the `loadNow` parameter, the queue will not kick of the load of the files, but it will not
   * stop if it has already been started. Call the {{#crossLink "AbstractLoader/load"}}{{/crossLink}} method to begin
   * a paused queue. Note that a paused queue will automatically resume when new files are added to it with a
   * `loadNow` argument of `true`.
   *
   *      queue.load();
   *
   * <b>File Types</b><br />
   * The file type of a manifest item is auto-determined by the file extension. The pattern matching in PreloadJS
   * should handle the majority of standard file and url formats, and works with common file extensions. If you have
   * either a non-standard file extension, or are serving the file using a proxy script, then you can pass in a
   * <code>type</code> property with any manifest item.
   *
   *      queue.loadFile({src:"path/to/myFile.mp3x", type:createjs.Types.SOUND});
   *
   *      // Note that PreloadJS will not read a file extension from the query string
   *      queue.loadFile({src:"http://server.com/proxy?file=image.jpg", type:createjs.Types.IMAGE});
   *
   * Supported types are defined on the {{#crossLink "AbstractLoader"}}{{/crossLink}} class, and include:
   * <ul>
   *     <li>{{#crossLink "Types/BINARY:property"}}{{/crossLink}}: Raw binary data via XHR</li>
   *     <li>{{#crossLink "Types/CSS:property"}}{{/crossLink}}: CSS files</li>
   *     <li>{{#crossLink "Types/IMAGE:property"}}{{/crossLink}}: Common image formats</li>
   *     <li>{{#crossLink "Types/JAVASCRIPT:property"}}{{/crossLink}}: JavaScript files</li>
   *     <li>{{#crossLink "Types/JSON:property"}}{{/crossLink}}: JSON data</li>
   *     <li>{{#crossLink "Types/JSONP:property"}}{{/crossLink}}: JSON files cross-domain</li>
   *     <li>{{#crossLink "Types/MANIFEST:property"}}{{/crossLink}}: A list of files to load in JSON format, see
   *     {{#crossLink "AbstractLoader/loadManifest"}}{{/crossLink}}</li>
   *     <li>{{#crossLink "Types/SOUND:property"}}{{/crossLink}}: Audio file formats</li>
   *     <li>{{#crossLink "Types/SPRITESHEET:property"}}{{/crossLink}}: JSON SpriteSheet definitions. This
   *     will also load sub-images, and provide a {{#crossLink "SpriteSheet"}}{{/crossLink}} instance.</li>
   *     <li>{{#crossLink "Types/SVG:property"}}{{/crossLink}}: SVG files</li>
   *     <li>{{#crossLink "Types/TEXT:property"}}{{/crossLink}}: Text files - XHR only</li>
   *     <li>{{#crossLink "Types/VIDEO:property"}}{{/crossLink}}: Video objects</li>
   *     <li>{{#crossLink "Types/XML:property"}}{{/crossLink}}: XML data</li>
   * </ul>
   *
   * <em>Note: Loader types used to be defined on LoadQueue, but have been moved to the Types class</em>
   *
   * <b>Handling Results</b><br />
   * When a file is finished downloading, a {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event is
   * dispatched. In an example above, there is an event listener snippet for fileload. Loaded files are usually a
   * formatted object that can be used immediately, including:
   * <ul>
   *     <li>Binary: The binary loaded result</li>
   *     <li>CSS: A &lt;link /&gt; tag</li>
   *     <li>Image: An &lt;img /&gt; tag</li>
   *     <li>JavaScript: A &lt;script /&gt; tag</li>
   *     <li>JSON/JSONP: A formatted JavaScript Object</li>
   *     <li>Manifest: A JavaScript object.
   *     <li>Sound: An &lt;audio /&gt; tag</a>
   *     <li>SpriteSheet: A {{#crossLink "SpriteSheet"}}{{/crossLink}} instance, containing loaded images.
   *     <li>SVG: An &lt;object /&gt; tag</li>
   *     <li>Text: Raw text</li>
   *     <li>Video: A Video DOM node</li>
   *     <li>XML: An XML DOM node</li>
   * </ul>
   *
   *      function handleFileLoad(event) {
	 *          var item = event.item; // A reference to the item that was passed in to the LoadQueue
	 *          var type = item.type;
	 *
	 *          // Add any images to the page body.
	 *          if (type == createjs.Types.IMAGE) {
	 *              document.body.appendChild(event.result);
	 *          }
	 *      }
   *
   * At any time after the file has been loaded (usually after the queue has completed), any result can be looked up
   * via its "id" using {{#crossLink "LoadQueue/getResult"}}{{/crossLink}}. If no id was provided, then the
   * "src" or file path can be used instead, including the `path` defined by a manifest, but <strong>not including</strong>
   * a base path defined on the LoadQueue. It is recommended to always pass an id if you want to look up content.
   *
   *      var image = queue.getResult("image");
   *      document.body.appendChild(image);
   *
   * Raw loaded content can be accessed using the <code>rawResult</code> property of the {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}}
   * event, or can be looked up using {{#crossLink "LoadQueue/getResult"}}{{/crossLink}}, passing `true` as the 2nd
   * argument. This is only applicable for content that has been parsed for the browser, specifically: JavaScript,
   * CSS, XML, SVG, and JSON objects, or anything loaded with XHR.
   *
   *      var image = queue.getResult("image", true); // load the binary image data loaded with XHR.
   *
   * <b>Plugins</b><br />
   * LoadQueue has a simple plugin architecture to help process and preload content. For example, to preload audio,
   * make sure to install the <a href="http://soundjs.com">SoundJS</a> Sound class, which will help load HTML audio,
   * Flash audio, and WebAudio files. This should be installed <strong>before</strong> loading any audio files.
   *
   *      queue.installPlugin(createjs.Sound);
   *
   * <h4>Known Browser Issues</h4>
   * <ul>
   *     <li>Browsers without audio support can not load audio files.</li>
   *     <li>Safari on Mac OS X can only play HTML audio if QuickTime is installed</li>
   *     <li>HTML Audio tags will only download until their <code>canPlayThrough</code> event is fired. Browsers other
   *     than Chrome will continue to download in the background.</li>
   *     <li>When loading scripts using tags, they are automatically added to the document.</li>
   *     <li>Scripts loaded via XHR may not be properly inspectable with browser tools.</li>
   *     <li>IE6 and IE7 (and some other browsers) may not be able to load XML, Text, or JSON, since they require
   *     XHR to work.</li>
   *     <li>Content loaded via tags will not show progress, and will continue to download in the background when
   *     canceled, although no events will be dispatched.</li>
   * </ul>
   *
   * @class LoadQueue
   * @param {Boolean} [preferXHR=true] Determines whether the preload instance will favor loading with XHR (XML HTTP
   * Requests), or HTML tags. When this is `false`, the queue will use tag loading when possible, and fall back on XHR
   * when necessary.
   * @param {String} [basePath=""] A path that will be prepended on to the source parameter of all items in the queue
   * before they are loaded.  Sources beginning with a protocol such as `http://` or a relative path such as `../`
   * will not receive a base path.
   * @param {String|Boolean} [crossOrigin=""] An optional flag to support images loaded from a CORS-enabled server. To
   * use it, set this value to `true`, which will default the crossOrigin property on images to "Anonymous". Any
   * string value will be passed through, but only "" and "Anonymous" are recommended. <strong>Note: The crossOrigin
   * parameter is deprecated. Use LoadItem.crossOrigin instead</strong>
   *
   * @constructor
   * @extends AbstractLoader
   */
  function LoadQueue (preferXHR, basePath, crossOrigin) {
    this.AbstractLoader_constructor();

    /**
     * An array of the plugins registered using {{#crossLink "LoadQueue/installPlugin"}}{{/crossLink}}.
     * @property _plugins
     * @type {Array}
     * @private
     * @since 0.6.1
     */
    this._plugins = [];

    /**
     * An object hash of callbacks that are fired for each file type before the file is loaded, giving plugins the
     * ability to override properties of the load. Please see the {{#crossLink "LoadQueue/installPlugin"}}{{/crossLink}}
     * method for more information.
     * @property _typeCallbacks
     * @type {Object}
     * @private
     */
    this._typeCallbacks = {};

    /**
     * An object hash of callbacks that are fired for each file extension before the file is loaded, giving plugins the
     * ability to override properties of the load. Please see the {{#crossLink "LoadQueue/installPlugin"}}{{/crossLink}}
     * method for more information.
     * @property _extensionCallbacks
     * @type {null}
     * @private
     */
    this._extensionCallbacks = {};

    /**
     * The next preload queue to process when this one is complete. If an error is thrown in the current queue, and
     * {{#crossLink "LoadQueue/stopOnError:property"}}{{/crossLink}} is `true`, the next queue will not be processed.
     * @property next
     * @type {LoadQueue}
     * @default null
     */
    this.next = null;

    /**
     * Ensure loaded scripts "complete" in the order they are specified. Loaded scripts are added to the document head
     * once they are loaded. Scripts loaded via tags will load one-at-a-time when this property is `true`, whereas
     * scripts loaded using XHR can load in any order, but will "finish" and be added to the document in the order
     * specified.
     *
     * Any items can be set to load in order by setting the {{#crossLink "maintainOrder:property"}}{{/crossLink}}
     * property on the load item, or by ensuring that only one connection can be open at a time using
     * {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}. Note that when the `maintainScriptOrder` property
     * is set to `true`, scripts items are automatically set to `maintainOrder=true`, and changing the
     * `maintainScriptOrder` to `false` during a load will not change items already in a queue.
     *
     * <h4>Example</h4>
     *
     *      var queue = new createjs.LoadQueue();
     *      queue.setMaxConnections(3); // Set a higher number to load multiple items at once
     *      queue.maintainScriptOrder = true; // Ensure scripts are loaded in order
     *      queue.loadManifest([
     *          "script1.js",
     *          "script2.js",
     *          "image.png", // Load any time
     *          {src: "image2.png", maintainOrder: true} // Will wait for script2.js
     *          "image3.png",
     *          "script3.js" // Will wait for image2.png before loading (or completing when loading with XHR)
     *      ]);
     *
     * @property maintainScriptOrder
     * @type {Boolean}
     * @default true
     */
    this.maintainScriptOrder = true;

    /**
     * Determines if the LoadQueue will stop processing the current queue when an error is encountered.
     * @property stopOnError
     * @type {Boolean}
     * @default false
     */
    this.stopOnError = false;

    /**
     * The number of maximum open connections that a loadQueue tries to maintain. Please see
     * {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}} for more information.
     * @property _maxConnections
     * @type {Number}
     * @default 1
     * @private
     */
    this._maxConnections = 1;

    /**
     * An internal list of all the default Loaders that are included with PreloadJS. Before an item is loaded, the
     * available loader list is iterated, in the order they are included, and as soon as a loader indicates it can
     * handle the content, it will be selected. The default loader, ({{#crossLink "TextLoader"}}{{/crossLink}} is
     * last in the list, so it will be used if no other match is found. Typically, loaders will match based on the
     * {{#crossLink "LoadItem/type"}}{{/crossLink}}, which is automatically determined using the file extension of
     * the {{#crossLink "LoadItem/src:property"}}{{/crossLink}}.
     *
     * Loaders can be removed from PreloadJS by simply not including them.
     *
     * Custom loaders installed using {{#crossLink "registerLoader"}}{{/crossLink}} will be prepended to this list
     * so that they are checked first.
     * @property _availableLoaders
     * @type {Array}
     * @private
     * @since 0.6.0
     */
    this._availableLoaders = [
      createjs.FontLoader,
      createjs.ImageLoader,
      createjs.JavaScriptLoader,
      createjs.CSSLoader,
      createjs.JSONLoader,
      createjs.JSONPLoader,
      createjs.SoundLoader,
      createjs.ManifestLoader,
      createjs.SpriteSheetLoader,
      createjs.XMLLoader,
      createjs.SVGLoader,
      createjs.BinaryLoader,
      createjs.VideoLoader,
      createjs.TextLoader
    ];

    /**
     * The number of built in loaders, so they can't be removed by {{#crossLink "unregisterLoader"}}{{/crossLink}.
     * @property _defaultLoaderLength
     * @type {Number}
     * @private
     * @since 0.6.0
     */
    this._defaultLoaderLength = this._availableLoaders.length;

    this.init(preferXHR, basePath, crossOrigin);
  }

  var p = createjs.extend(LoadQueue, createjs.AbstractLoader);
  var s = LoadQueue;

  // Remove these @deprecated properties after 1.0
  try {
    Object.defineProperties(s, {
      POST: { get: createjs.deprecate(function() { return createjs.Methods.POST; }, "AbstractLoader.POST") },
      GET: { get: createjs.deprecate(function() { return createjs.Methods.GET; }, "AbstractLoader.GET") },

      BINARY: { get: createjs.deprecate(function() { return createjs.Types.BINARY; }, "AbstractLoader.BINARY") },
      CSS: { get: createjs.deprecate(function() { return createjs.Types.CSS; }, "AbstractLoader.CSS") },
      FONT: { get: createjs.deprecate(function() { return createjs.Types.FONT; }, "AbstractLoader.FONT") },
      FONTCSS: { get: createjs.deprecate(function() { return createjs.Types.FONTCSS; }, "AbstractLoader.FONTCSS") },
      IMAGE: { get: createjs.deprecate(function() { return createjs.Types.IMAGE; }, "AbstractLoader.IMAGE") },
      JAVASCRIPT: { get: createjs.deprecate(function() { return createjs.Types.JAVASCRIPT; }, "AbstractLoader.JAVASCRIPT") },
      JSON: { get: createjs.deprecate(function() { return createjs.Types.JSON; }, "AbstractLoader.JSON") },
      JSONP: { get: createjs.deprecate(function() { return createjs.Types.JSONP; }, "AbstractLoader.JSONP") },
      MANIFEST: { get: createjs.deprecate(function() { return createjs.Types.MANIFEST; }, "AbstractLoader.MANIFEST") },
      SOUND: { get: createjs.deprecate(function() { return createjs.Types.SOUND; }, "AbstractLoader.SOUND") },
      VIDEO: { get: createjs.deprecate(function() { return createjs.Types.VIDEO; }, "AbstractLoader.VIDEO") },
      SPRITESHEET: { get: createjs.deprecate(function() { return createjs.Types.SPRITESHEET; }, "AbstractLoader.SPRITESHEET") },
      SVG: { get: createjs.deprecate(function() { return createjs.Types.SVG; }, "AbstractLoader.SVG") },
      TEXT: { get: createjs.deprecate(function() { return createjs.Types.TEXT; }, "AbstractLoader.TEXT") },
      XML: { get: createjs.deprecate(function() { return createjs.Types.XML; }, "AbstractLoader.XML") }
    });
  } catch (e) {}

  /**
   * An internal initialization method, which is used for initial set up, but also to reset the LoadQueue.
   * @method init
   * @param preferXHR
   * @param basePath
   * @param crossOrigin
   * @private
   */
  p.init = function (preferXHR, basePath, crossOrigin) {

// public properties

/**
 * Try and use XMLHttpRequest (XHR) when possible. Note that LoadQueue will default to tag loading or XHR
 * loading depending on the requirements for a media type. For example, HTML audio can not be loaded with XHR,
 * and plain text can not be loaded with tags, so it will default the the correct type instead of using the
 * u
